Wednesday, 08 February 2017 08:21
ENDLESS SPACE 2 V0.2.5 S1 ALPHA-Public (64-bit)

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

08:21:14:013STACKStarting the application, version is V0.2.5 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)

08:21:14:015STACKRunning 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)

08:21:14:015STACKGame directory is "C:\Users\Gvaz\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)

08:21:14:015STACK[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)

08:21:14:015STACK[Steam] Steam user id is '0x01100001012a7ea9'.

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)

08:21:14:015STACK[Steam] Steam user name is 'Gvaz'.

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)

08:21:14:015STACKLoading 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)

08:21:14:015STACKRegistry file 'C:\Users\Gvaz\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)

08:21:14:015STACKLoading registry file 'C:\Users\Gvaz\Documents\Endless Space 2\Users\19562153\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)

08:21:14:196STACKInitializing 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)

08:21:14:196STACKSound 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)

08:21:14:196STACK4 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)

08:21:14:196STACK74 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)

08:21:14:196STACKPlaying 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)

08:21:14:196STACKHello 'Gvaz'!

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

08:21:14:196STACKChanging display settings to 1920x1080, 60Hz...

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)

08:21:14:196STACK... switching to 1920x1080 (60) FullscreenWindow...

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)

08:21:14:196STACKSetting the general quality level to '5'.

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)

08:21:14:196STACK[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)

08:21:14:196STACK[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)

08:21:14:196STACK[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)

08:21:14:196STACK[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)

08:21:14:196STACK[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)

08:21:14:196STACK[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)

08:21:15:687STACKCurrent 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)

08:21:15:687STACKThe 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)

08:21:15:687STACKResolution has been changed.

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

08:21:15:687STACKCameraManager.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)

08:21:15:687STACKResetting Camera Aspect has been changed 1.777778 -> 1.777778.

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

08:21:15:687STACKBinding 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)

08:21:15:687STACKVideoStateManager : Device lost

VideoStateManager:LateUpdate()

08:21:15:808STACKAI 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)

08:21:15:808STACKVideoStateManager : Device is no longer lost

VideoStateManager:LateUpdate()

08:21:15:901STACKError 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)

08:21:15:901STACKThe 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)

08:21:15:901STACKThe 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)

08:21:15:936STACKThe 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)

08:21:15:936STACKRuntime 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)

08:21:15:936STACKLoading 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)

08:21:15:936STACKLoading 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)

08:21:15:956STACKLoading 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)

08:21:15:966STACKLoading 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)

08:21:15:974STACKLoading 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)

08:21:15:986STACKLoading 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)

08:21:16:003STACKLoading 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)

08:21:16:020STACKLoading 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)

08:21:17:068STACKLoading 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)

08:21:17:093STACKLoading 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)

08:21:17:100STACKLoading 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)

08:21:17:242STACKLoading 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)

08:21:17:249STACKLoading 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)

08:21:17:256STACKLoading 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)

08:21:17:269STACKLoading 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)

08:21:17:719STACKLoading 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)

08:21:17:733STACKLoading 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)

08:21:17:742STACKLoading 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)

08:21:17:752STACKLoading 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)

08:21:17:770STACKLoading 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)

08:21:17:787STACKLoading 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)

08:21:17:803STACKLoading 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)

08:21:17:819STACKLoading 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)

08:21:17:836STACKLoading 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)

08:21:17:885STACKLoading 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)

08:21:17:900STACKLoading 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)

08:21:17:936STACKLoading 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)

08:21:17:953STACKLoading 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)

08:21:17:970STACKLoading 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)

08:21:18:040STACKLoading 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)

08:21:18:050STACKLoading 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)

08:21:18:207STACKLoading 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)

08:21:18:267STACKLoading 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)

08:21:18:277STACKLoading 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)

08:21:18:286STACKLoading 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)

08:21:18:303STACKLoading 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)

08:21:18:320STACKLoading 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)

08:21:18:336STACKLoading 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)

08:21:18:667STACKLoading 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)

08:21:18:770STACKLoading 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)

08:21:18:779STACKLoading 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)

08:21:18:790STACKLoading 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)

08:21:18:803STACKLoading 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)

08:21:18:819STACKLoading 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)

08:21:18:836STACKLoading 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)

08:21:18:980STACKLoading 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)

08:21:18:985STACKLoading 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)

08:21:19:006STACKLoading 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)

08:21:19:034STACKLoading 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)

08:21:19:054STACKLoading 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)

08:21:19:055STACKLoading 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)

08:21:19:070STACKLoading 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)

08:21:19:086STACKLoading 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)

08:21:19:104STACKLoading 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)

08:21:19:120STACKLoading 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)

08:21:19:136STACKLoading 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)

08:21:19:153STACKLoading 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)

08:21:19:172STACKLoading 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)

08:21:20:234STACKLoading 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)

08:21:20:378STACKLoading 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)

08:21:20:393STACKLoading 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)

08:21:20:408STACKLoading 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)

08:21:20:423STACKLoading 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)

08:21:20:439STACKLoading 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)

08:21:20:454STACKLoading 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)

08:21:20:470STACKLoading 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)

08:21:20:486STACKLoading 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)

08:21:20:506STACKCursorManager.LoadMouseRules

CursorManager:LoadMouseRules()
CursorManager:Update()

08:21:20:506STACKCursorManager.LoadMouseRules success with 13 rules

CursorManager:LoadMouseRules()
CursorManager:Update()

08:21:20:506STACKLoading 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)

08:21:20:519STACKLoading 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)

08:21:20:558STACKLoading 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)

08:21:20:564STACKLoading 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)

08:21:20:571STACKLoading 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)

08:21:20:586STACKLoading 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)

08:21:20:612STACKLoading 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)

08:21:20:619STACKLoading 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)

08:21:20:636STACKLoading 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)

08:21:20:723STACKLoading 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)

08:21:20:744STACKLoading 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)

08:21:20:753STACKLoading 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)

08:21:20:777STACKLoading 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)

08:21:20:784STACKLoading 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)

08:21:20:792STACKLoading 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)

08:21:20:804STACKLoading 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)

08:21:20:819STACKLoading 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)

08:21:20:836STACKLoading 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)

08:21:20:853STACKLoading 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)

08:21:20:872STACKLoading 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)

08:21:20:886STACKLoading 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)

08:21:20:910STACKLoading 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)

08:21:21:442STACKLoading 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)

08:21:21:450STACKLoading 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)

08:21:21:463STACKLoading 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)

08:21:21:492STACKLoading 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)

08:21:21:502STACKLoading 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)

08:21:21:519STACKLoading 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)

08:21:21:536STACKLoading 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)

08:21:21:553STACKLoading 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)

08:21:21:569STACKLoading 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)

08:21:21:586STACKLoading 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)

08:21:21:603STACKLoading 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)

08:21:21:619STACKLoading 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)

08:21:21:636STACKLoading 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)

08:21:21:656STACKLoading 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)

08:21:21:669STACKLoading 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)

08:21:21:686STACKLoading 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)

08:21:21:702STACKLoading 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)

08:21:21:719STACKLoading 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)

08:21:23:265STACKLoading 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)

08:21:23:275STACKLoading 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)

08:21:23:378STACKLoading 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)

08:21:23:415STACKLoading 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)

08:21:24:577STACKLoading 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)

08:21:24:631STACKLoading 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)

08:21:24:640STACKLoading 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)

08:21:24:648STACKLoading 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)

08:21:24:676STACKLoading 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)

08:21:24:694STACKLoading 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)

08:21:24:712STACKLoading 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)

08:21:24:723STACKLoading 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)

08:21:24:730STACKLoading 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)

08:21:24:738STACKLoading 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)

08:21:24:753STACKLoading 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)

08:21:24:780STACKLoading plugin files for database of type 'TradableDefinition'...

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

08:21:24:788STACKLoading 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)

08:21:24:803STACKLoading 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)

08:21:24:825STACKLoading 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)

08:21:24:836STACKLoading 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)

08:21:24:853STACKLoading 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)

08:21:24:870STACKLoading 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)

08:21:24:959STACKLoading 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)

08:21:24:976STACKLoading 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)

08:21:24:982STACKLoading 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)

08:21:24:990STACKLoading 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)

08:21:25:003STACKLoading 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)

08:21:25:020STACKLoading 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)

08:21:25:036STACKLoading 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)

08:21:25:053STACKLoading 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)

08:21:28:165STACKSpent 9.1280888 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)

08:21:28:165STACKRuntime hash key = '36E1DBB1DCD88CEDE516F6AEEC0F6C4E'.

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

08:21:28:165STACKCannot 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)

08:21:28:165STACKCannot 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)

08:21:28:165STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACKCannot 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)

08:21:28:166STACK[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)

08:21:28:166STACK[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)

08:21:28:166STACK[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)

08:21:28:166STACK[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)

08:21:28:166STACKAnimated 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)

08:21:28:166STACK[Profiling] GuiManager.InstantiateWindows() - End (2409 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)

08:21:28:166STACK[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)

08:21:28:166STACKCaching 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)

08:21:28:166STACKCaching 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)

08:21:28:166STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACKRebuilding 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)

08:21:28:167STACKCaching 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)

08:21:28:167STACK[Profiling] AgeManager.Init() - End (518 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)

08:21:28:167STACKLoaded 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)

08:21:28:167STACKCaching 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()

08:21:28:167STACKCaching 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()

08:21:28:167STACKCaching 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()

08:21:28:167STACKCaching 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()

08:21:28:183STACKRuntimeState_OutGame.Begin()

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

08:21:28:183STACKLoading 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()

08:21:28:186STACK[Profiling] GuiManager.Load() - End (3015 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)

08:21:28:186STACK[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)

08:21:28:490STACKBinding 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()

08:21:28:490STACKBinding 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()

08:21:28:490STACKInitializing 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()

08:21:28:490STACKIn 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()

08:21:28:490STACKBinding 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()

08:21:28:490STACKBinding 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()

08:21:28:707STACKBinding 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)

08:21:28:708STACKBinding 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)

08:21:28:708STACKIn 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)

08:21:28:708STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

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

08:21:28:708STACKIn Technique Battle, Load

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

08:21:28:708STACKIn 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)

08:21:28:708STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0020013 second(s)).

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

08:21:28:708STACKIn 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)

08:21:28:708STACKIn 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)

08:21:28:708STACKIn 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)

08:21:32:127STACK[Profiling] GuiManager.LoadGuiWindows() - End (3031 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)

08:21:32:127STACKRebuilding the texture atlas...

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

08:22:27:956STACKLoading file 'C:\Users\Gvaz\Documents\Endless Space 2\Save Files\ferengi.zip'

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

08:22:28:011STACKRuntimeState_Lobby.Begin()

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

08:22:28:011STACKThe 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()

08:22:28:011STACKOnSessionChange: 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()

08:22:28:011STACKThe 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()

08:22:28:011STACK[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()

08:22:28:011STACK[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()

08:22:28:011STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

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

08:22:28:011STACK[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()

08:22:28:011STACK[ChatMessage] RECV: l:/sbs/0 (from 0x12a7ea9).

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()

08:22:28:011STACK[ChatMessage] RECV: l:/_turn/34 (from 0x12a7ea9).

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()

08:22:28:011STACK[ChatMessage] RECV: l:/sessionname/Gvaz's game (from 0x12a7ea9).

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()

08:22:28:011STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x12a7ea9).

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()

08:22:28:011STACK[ChatMessage] RECV: l:/owner/0 (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/version/8590262273 (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/sbs/0 (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x12a7ea9).

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()

08:22:28:012STACK[ILobbySlotProvider] RefreshLobbySlotCount(2)

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()

08:22:28:012STACK[ChatMessage] RECV: l:/competitorcount/2 (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/gamespeed/Endless (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/gamedifficulty/Newbie (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/randomeventsrarity/Abundant (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x12a7ea9).

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()

08:22:28:012STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/score/True (from 0x12a7ea9).

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()

08:22:28:013STACK[ChatMessage] RECV: l:/military/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/supremacy/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/conquest/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/science/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/economy/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/wonder/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/galaxyshape/Spiral4 (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x12a7ea9).

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()

08:22:28:014STACK[ChatMessage] RECV: l:/constellationquantity/Many (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/resourcesabundance/Abundant (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/connectivitydensity/High (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/anomalyabundance/Abundant (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/curiosityabundance/Abundant (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/minorfactionsquantity/High (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Easy (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/runtimehash/36E1DBB1DCD88CEDE516F6AEEC0F6C4E (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/Victory/VictoryEconomic,0 (from 0x12a7ea9).

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()

08:22:28:015STACK[ChatMessage] RECV: l:/owner/0 (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: l:/version/8590262273 (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: l:/_issavedgame/True (from 0x12a7ea9).

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()

08:22:28:016STACK[ILobbySlotProvider] RefreshLobbySlotCount(2)

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()

08:22:28:016STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionVenetians","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561197979827881,"ReservedSteamID":76561197979827881}} (from 0x12a7ea9).

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()

08:22:28:016STACKOnSessionChange: 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()

08:22:28:016STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: l:/runtimehash/36E1DBB1DCD88CEDE516F6AEEC0F6C4E (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x12a7ea9).

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()

08:22:28:016STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

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

08:22:28:016STACK[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()

08:22:28:016STACK[ChatMessage] RECV: l:/sbs/0 (from 0x12a7ea9).

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()

08:22:28:016STACKSessionState_Opened

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

08:22:28:016STACKSessionState_OpenedAndReady

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

08:22:28:016STACK[ChatMessage] RECV: q:/ready/0/True (from 0x12a7ea9).

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()

08:22:28:016STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionVenetians","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561197979827881,"ReservedSteamID":76561197979827881}} (from 0x12a7ea9).

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()

08:22:28:029STACKSessionState_OpenedAndCounting

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

08:22:28:044STACKSessionState_OpenedAndLaunching

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

08:22:28:044STACK[ChatMessage] RECV: q:/ready/0/True (from 0x12a7ea9).

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()

08:22:28:044STACK[ChatMessage] RECV: r:/0x01100001012a7ea9/q:/ready/0/True (from 0x12a7ea9).

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()

08:22:28:044STACKLaunchAsync()

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

08:22:28:071STACKLaunching 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()

08:22:28:071STACKGameServerState_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()

08:22:28:072STACKGameServerState_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()

08:22:28:097STACKWaiting 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)

08:22:28:097STACKLaunching 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()

08:22:28:097STACK[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()

08:22:28:097STACKGameClientState_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()

08:22:28:097STACKGameClientState_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()

08:22:28:130STACK[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)

08:22:28:130STACKSessionState_OpenedAndLaunched

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

08:22:28:130STACKInitiate connection to server with steamIDRemote: 0x1100001012a7ea9, steamIDUser: 0x1100001012a7ea9.

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

08:22:28:130STACKGot 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()

08:22:28:130STACKEmpire 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()

08:22:29:608STACKAll 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)

08:22:29:608STACKLoading from archive 'C:\Users\Gvaz\Documents\Endless Space 2\Save Files\ferengi.zip'...

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

08:22:29:608STACK[ChatMessage] RECV: l:/_turn/34 (from 0x12a7ea9).

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

08:22:29:608STACKUsing path to archive: 'C:\Users\Gvaz\Documents\Endless Space 2\Save Files\ferengi.zip'

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

08:22:29:608STACKLoading my game...

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

08:22:29:608STACK[ChatMessage] RECV: l:/_turn/34 (from 0x12a7ea9).

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:608STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:609STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:610STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:611STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

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

08:22:29:612STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

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

08:22:29:613STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

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

08:22:29:613STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

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

08:22:29:613STACKSuccessfully connected to SteamGameServer.

GameClientState_ConnectingToServer:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:22:29:714STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

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

08:22:29:714STACKGameClientState_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()

08:22:29:714STACKGameClientState_ConnectedToServer.

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

08:22:29:714STACKGameClientState_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()

08:22:29:714STACKDumping method set to 'Text'.

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

08:22:29:714STACKWaiting 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()

08:22:29:728STACKThe 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)

08:22:29:728STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0005008 second(s)).

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

08:22:29:728STACKEmpire 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()

08:22:29:728STACKEmpire 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()

08:22:29:744STACKThe game ancillary (type of: PositioningService) has been loaded (in 0 second(s)).

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

08:22:29:756STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0005006 second(s)).

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

08:22:29:773STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

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

08:22:29:789STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

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

08:22:29:806STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0.0005006 second(s)).

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

08:22:29:823STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

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

08:22:29:839STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).

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

08:22:29:856STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

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

08:22:29:872STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

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

08:22:29:890STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

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

08:22:29:907STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).

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

08:22:29:923STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

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

08:22:29:940STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

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

08:22:29:956STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).

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

08:22:29:973STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0.0005005 second(s)).

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

08:22:29:990STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

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

08:22:30:006STACKThe game ancillary (type of: Marketplace) has been loaded (in 0.0005003 second(s)).

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

08:22:30:023STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

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

08:22:30:040STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0.0005 second(s)).

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

08:22:30:056STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).

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

08:22:30:072STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).

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

08:22:30:089STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).

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

08:22:30:106STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

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

08:22:32:700STACKFog of war texture format: RGB24.

VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
VisibilityController+c__Iterator149:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#690' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#1122' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#696' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#699' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#702' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#705' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#708' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#711' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#714' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#717' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#720' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#723' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#726' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#729' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#1931' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#732' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#735' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#738' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#741' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#744' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#747' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:700STACKThe colonized planet 'ColonizedPlanet#1139' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:701STACKThe colonized planet 'ColonizedPlanet#1385' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:701STACKThe colonized planet 'ColonizedPlanet#1497' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:701STACKThe colonized planet 'ColonizedPlanet#1640' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACK[Game] MinorEmpire#12 loaded.

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

08:22:32:701STACK[Game] MinorEmpire#13 loaded.

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

08:22:32:701STACK[Game] MinorEmpire#14 loaded.

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

08:22:32:701STACK[Game] MinorEmpire#15 loaded.

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

08:22:32:701STACK[Game] MinorEmpire#16 loaded.

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

08:22:32:701STACK[Game] MinorEmpire#17 loaded.

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

08:22:32:701STACK[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)

08:22:32:701STACK[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)

08:22:32:701STACKGame has been loaded.

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

08:22:32:701STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Gvaz'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)

08:22:32:701STACKGame 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)

08:22:32:701STACKLoad 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)

08:22:32:701STACKLoad 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)

08:22:32:701STACKAI 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)

08:22:32:701STACKAI 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)

08:22:32:701STACKAI 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)

08:22:32:701STACKAI 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)

08:22:32:702STACKAI 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)

08:22:32:702STACKInitialize 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)

08:22:32:702STACKInitialize 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)

08:22:32:702STACK[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)

08:22:32:702STACK[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)

08:22:32:702STACK[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)

08:22:32:702STACK[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)

08:22:32:702STACK[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)

08:22:32:702STACKThe 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)

08:22:32:702STACKThe 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)

08:22:32:702STACKGameServerState_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()

08:22:32:702STACKGameClientState_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()

08:22:32:702STACKChanging 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()

08:22:32:702STACKTexture '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()

08:22:32:702STACKTexture '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()

08:22:32:702STACKTexture '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()

08:22:32:702STACKTexture '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()

08:22:32:703STACKTexture '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()

08:22:32:703STACKTexture '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()

08:22:32:703STACKTexture '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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKTexture '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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKTexture '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()

08:22:32:704STACKTexture '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()

08:22:32:704STACKTexture '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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKMissing 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()

08:22:32:704STACKTexture '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()

08:22:32:705STACKMissing 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()

08:22:32:705STACKTexture '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()

08:22:32:705STACKTexture '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()

08:22:32:705STACKCaching 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()

08:22:32:705STACKThe 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()

08:22:32:705STACKThe 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()

08:22:32:705STACKThe 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()

08:22:32:705STACKThe 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()

08:22:32:705STACKThe 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()

08:22:32:705STACKThe 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()

08:22:32:705STACK[PlayerRepository] Player 'Gvaz' 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()

08:22:32:705STACK[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()

08:22:33:219STACKBinding 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()

08:22:33:220STACKBinding 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()

08:22:33:220STACKUnbinding 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()

08:22:33:220STACKUnbinding 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()

08:22:33:220STACKReleasing 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()

08:22:33:221STACKIn 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()

08:22:33:221STACKIn 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()

08:22:33:221STACKUnbinding 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()

08:22:33:221STACKIn 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()

08:22:33:221STACKUnbinding 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()

08:22:33:221STACKIn 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()

08:22:33:221STACKIn 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()

08:22:33:221STACKReleasing 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()

08:22:33:221STACKTechnique 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()

08:22:33:221STACKUnbinding 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()

08:22:33:221STACKUnbinding 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()

08:22:33:307STACKAudio receiver #0 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:33:829STACKInitializing 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)

08:22:33:829STACKIn 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)

08:22:33:829STACKBinding 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()

08:22:33:829STACKBinding 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()

08:22:33:829STACKBinding 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()

08:22:33:829STACK[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()

08:22:33:829STACK[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()

08:22:33:829STACK[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()

08:22:33:829STACK[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()

08:22:33:829STACK[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()

08:22:33:829STACK[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()

08:22:33:829STACKBinding 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()

08:22:33:829STACKBinding 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()

08:22:33:829STACKBinding 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()

08:22:33:876STACKBinding 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)

08:22:33:876STACKBinding 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)

08:22:33:876STACKBinding 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)

08:22:33:876STACKBinding 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)

08:22:33:876STACKBinding 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)

08:22:33:876STACKBinding 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)

08:22:34:378STACKAudio receiver #1 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:34:378STACKIn 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)

08:22:34:378STACKLoading 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)

08:22:34:378STACKIn Technique Default, Load

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0.008008 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0.0005005 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0.0025022 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' 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)

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0090084 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0050058 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0.0009999 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.434413 second(s)).

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

08:22:34:378STACKIn 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)

08:22:34:378STACKIn 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)

08:22:34:378STACKIn 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)

08:22:34:378STACKIn 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)

08:22:34:378STACKIn 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)

08:22:34:793STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.0355346 second(s)).

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

08:22:34:793STACKIn 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)

08:22:34:793STACKCaching 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()

08:22:34:836STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.4204003 second(s)).

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

08:22:34:836STACKIn 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)

08:22:36:673STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0370345 second(s)).

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

08:22:36:673STACKIn 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)

08:22:36:673STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName69'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:673STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName3'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName61'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName15'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName55'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName35'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName19'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName58'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName28'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:674STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 1.0975445 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded (in 0.0005003 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKBinding 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0.0005005 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0.0005003 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0.0005005 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKStill 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0.0005006 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0.0005003 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn 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)

08:22:36:674STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0.0015014 second(s)).

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

08:22:36:674STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0110112 second(s)).

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

08:22:36:675STACKIn 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)

08:22:36:675STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0004999 second(s)).

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

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0.001502 second(s)).

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

08:22:36:675STACKIn 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)

08:22:36:675STACKBinding 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)

08:22:36:675STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0.0005003 second(s)).

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

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0005005 second(s)).

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

08:22:36:675STACKIn 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)

08:22:36:675STACKIn 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)

08:22:36:675STACKGameClientState_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()

08:22:36:843STACKAudio bank 'G_Soundscape_A' has been loaded.

Amplitude.Unity.Audio.AudioBankLoader:OnTrigger(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioBaseComponent+c__Iterator1C:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:22:36:890STACK[ChatMessage] RECV: l:/_launching/False (from 0x12a7ea9).

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()

08:22:36:890STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x12a7ea9).

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()

08:22:36:890STACKGameServerState_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()

08:22:36:993STACKGameServerState_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()

08:22:39:056STACK[Profiling] GuiManager.OnGameCreated() - End (6996 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)

08:22:39:190STACK[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)

08:22:39:224STACK[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)

08:22:39:224STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 2.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:248STACK[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()

08:22:39:248STACK[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()

08:22:39:248STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 3.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:248STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 4.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:257STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 5.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:275STACK[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()

08:22:39:308STACK[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()

08:22:39:308STACK[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()

08:22:39:324STACK[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()

08:22:39:341STACK[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()

08:22:39:357STACK[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()

08:22:39:357STACK[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()

08:22:39:374STACK[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()

08:22:39:391STACK[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()

08:22:39:410STACK[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()

08:22:39:426STACK[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()

08:22:39:441STACK[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()

08:22:39:441STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 18.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:458STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 19.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:475STACK[AI0] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 20.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:491STACK[AI0] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 21.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:507STACKOpen archive C:\Users\Gvaz\Documents\Endless Space 2\Save Files\ferengi.zip

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

08:22:39:507STACKGet ai serialization file from archive: 'Endless Space 2/AI/OpBot.xml'.

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

08:22:39:507STACKClose archive C:\Users\Gvaz\Documents\Endless Space 2\Save Files\ferengi.zip

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

08:22:39:693STACK[AI0] Deserialize content from file OpBot.xml.

Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:941STACK[AI0] AIScheduler initialized

Amplitude.AI.Core.AIScheduler:InitializeAsync()

08:22:39:941STACK[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()

08:22:40:458STACK[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()

08:22:40:474STACKEnd 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()

08:22:40:492STACKGameClientState_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()

08:22:40:557STACK[AI0] Sync took 0.6125126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:40:557STACK[AI0] [MainState] Start decision number 9 (state: BeginTurn, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:42:916STACKGameClientState_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()

08:22:42:968STACKGameServerState_Turn_Main

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

08:22:42:968STACK[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()

08:22:43:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:43:223STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000006, Ticket: 00000007, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:22:44:524STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:44:541STACKGameServerState_Turn_AI_PrepareSync

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

08:22:44:641STACKGameServerState_Turn_AI_Sync

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

08:22:44:758STACKGameServerState_Turn_Main

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

08:22:44:940STACK[AI0] Sync took 0.4010559 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:44:940STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:45:805STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:48:008STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:48:025STACKGameServerState_Turn_AI_PrepareSync

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

08:22:48:124STACKGameServerState_Turn_AI_Sync

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

08:22:48:458STACKGameServerState_Turn_Main

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

08:22:48:608STACK[AI0] Sync took 0.5982201 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:48:608STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:22:49:525STACK[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()

08:23:00:216STACK[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()

08:23:00:216STACK[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()

08:23:00:392STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:00:417STACKGameServerState_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()

08:23:00:540STACKGameServerState_Turn_AI_Sync

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

08:23:00:676STACKGameServerState_Turn_Main

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

08:23:00:791STACK[AI0] Sync took 0.4013854 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:00:791STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:01:691STACK[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()

08:23:09:170STACK[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()

08:23:09:170STACK[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()

08:23:09:342STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:09:358STACKGameServerState_Turn_AI_PrepareSync

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

08:23:09:509STACKGameServerState_Turn_AI_Sync

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

08:23:09:676STACKGameServerState_Turn_Main

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

08:23:09:858STACK[AI0] Sync took 0.5015848 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:09:858STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:10:741STACK[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()

08:23:14:475STACK[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()

08:23:14:475STACK[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()

08:23:14:676STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:14:691STACKGameServerState_Turn_AI_PrepareSync

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

08:23:14:792STACKGameServerState_Turn_AI_Sync

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

08:23:14:942STACKGameServerState_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()

08:23:15:075STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:15:075STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:16:008STACK[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()

08:23:29:624STACK[Order] OrderRepairShips::DepartmentOfDefense/OrderRepairShips#00000011, [Empire0], ShipsGUID: 1685,1687,1689,1691

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator180:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:23:30:037STACKCould not find dynamic texture Bitmaps/Dynamic/Notifications/NotificationCuriosityDiscoveredLargePlanetResourceStrategic

AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NotificationCuriosityDiscovered:GetImage()
NotificationWindow:Refresh()
CuriosityDiscoveredNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:23:30:074STACK[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()

08:23:30:074STACK[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()

08:23:30:292STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:30:307STACKGameServerState_Turn_AI_PrepareSync

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

08:23:30:458STACKGameServerState_Turn_AI_Sync

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

08:23:30:624STACKGameServerState_Turn_Main

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

08:23:30:792STACK[AI0] Sync took 0.5013269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:30:792STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:31:791STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:34:008STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:34:024STACKGameServerState_Turn_AI_PrepareSync

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

08:23:34:161STACKGameServerState_Turn_AI_Sync

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

08:23:34:290STACKGameServerState_Turn_Main

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

08:23:34:491STACK[AI0] Sync took 0.5013387 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:34:491STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:35:407STACK[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()

08:23:42:558STACK[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()

08:23:42:558STACK[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()

08:23:42:741STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:42:758STACKGameServerState_Turn_AI_PrepareSync

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

08:23:42:881STACKGameServerState_Turn_AI_Sync

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

08:23:43:031STACKGameServerState_Turn_Main

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

08:23:43:146STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:43:147STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:43:945STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:46:172STACK[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()

08:23:46:192STACKGameServerState_Turn_AI_PrepareSync

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

08:23:46:344STACKGameServerState_Turn_AI_Sync

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

08:23:46:507STACKGameServerState_Turn_Main

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

08:23:46:658STACK[AI0] Sync took 0.5009758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:46:658STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:47:459STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:49:692STACK[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()

08:23:49:729STACKGameServerState_Turn_AI_PrepareSync

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

08:23:49:858STACKGameServerState_Turn_AI_Sync

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

08:23:50:024STACKGameServerState_Turn_Main

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

08:23:50:176STACK[AI0] Sync took 0.5009487 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:50:176STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:51:076STACK[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()

08:23:53:092STACK[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()

08:23:53:092STACK[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()

08:23:53:293STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:53:310STACKGameServerState_Turn_AI_PrepareSync

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

08:23:53:441STACKGameServerState_Turn_AI_Sync

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

08:23:53:787STACKGameServerState_Turn_Main

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

08:23:53:975STACK[AI0] Sync took 0.6662828 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:53:975STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:54:859STACK[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()

08:23:57:278STACK[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()

08:23:57:278STACK[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()

08:23:57:475STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:57:492STACKGameServerState_Turn_AI_PrepareSync

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

08:23:57:592STACKGameServerState_Turn_AI_Sync

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

08:23:57:725STACKGameServerState_Turn_Main

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

08:23:57:875STACK[AI0] Sync took 0.4058647 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:57:875STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:23:58:805STACK[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()

08:24:00:908STACK[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()

08:24:00:908STACK[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()

08:24:01:108STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:01:125STACKGameServerState_Turn_AI_PrepareSync

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

08:24:01:230STACKGameServerState_Turn_AI_Sync

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

08:24:01:375STACKGameServerState_Turn_Main

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

08:24:01:509STACK[AI0] Sync took 0.4048073 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:01:509STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:02:408STACK[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()

08:24:05:743STACK[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()

08:24:05:743STACK[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()

08:24:05:942STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:05:959STACKGameServerState_Turn_AI_PrepareSync

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

08:24:06:092STACKGameServerState_Turn_AI_Sync

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

08:24:06:266STACKGameServerState_Turn_Main

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

08:24:06:459STACK[AI0] Sync took 0.5029328 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:06:459STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:07:343STACK[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()

08:24:09:345STACK[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()

08:24:09:345STACK[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()

08:24:09:543STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:09:559STACKGameServerState_Turn_AI_PrepareSync

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

08:24:09:677STACKGameServerState_Turn_AI_Sync

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

08:24:09:829STACKGameServerState_Turn_Main

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

08:24:09:959STACK[AI0] Sync took 0.4012203 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:09:959STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:11:092STACK[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()

08:24:12:092STACK[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()

08:24:12:092STACK[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()

08:24:12:293STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:12:308STACKGameServerState_Turn_AI_PrepareSync

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

08:24:12:459STACKGameServerState_Turn_AI_Sync

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

08:24:12:642STACKGameServerState_Turn_Main

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

08:24:12:792STACK[AI0] Sync took 0.5016661 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:12:792STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:13:691STACK[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()

08:24:13:958STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierItem:StartAnimation()
AgeModifierSet:StartModifiers(System.Reflection.ParameterInfo)
PlanetLabel_SystemManagement:UpdateHover()
PlanetLabelsWindow_SystemManagement:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:24:15:930STACKGameClientState_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()

08:24:15:958STACK[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()

08:24:15:975STACKGameServerState_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()

08:24:15:975STACK[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()

08:24:16:041STACK[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()

08:24:16:140STACKGameClientState_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()

08:24:16:208STACKGameServerState_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()

08:24:16:209STACK[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()

08:24:16:227STACKGameClientState_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()

08:24:16:242STACKGameClientState_Turn_ElectionsFinished

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

08:24:16:326STACKGameServerState_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()

08:24:18:458STACKCould not retrieve ShipDesign 'MFPiratesSmallAttackAvg'

Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
Marketplace:ITradingManagementService.ServerEndTurn()
GameServerState_Turn_End+c__Iterator469:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:18:545STACKGameServerState_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()

08:24:18:545STACKGameClientState_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()

08:24:18:823STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.08 Politics02 = 0.35 Politics03 = 0.11 Politics04 = 0.09 Politics05 = 0.04 Politics06 = 0.33 Politics00 = 0.00 TOTAL_SCORE = 685.00

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()

08:24:18:924STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.46 Politics02 = 0.11 Politics03 = 0.04 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.35 Politics00 = 0.00 TOTAL_SCORE = 37.00

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()

08:24:21:694STACKGameClientState_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()

08:24:21:694STACK[ChatMessage] RECV: l:/_turn/35 (from 0x12a7ea9).

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()

08:24:21:875STACKGameServerState_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()

08:24:22:025STACKGameServerState_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()

08:24:22:077STACKGameClientState_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()

08:24:22:100STACKGameClientState_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()

08:24:22:100STACKGameClientState_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()

08:24:22:100STACKOrder 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()

08:24:22:142STACKSynchronization 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()

08:24:22:142STACKSynchronizationState = 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()

08:24:22:142STACKPlayerInTransition = 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()

08:24:22:142STACKSynchronization 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()

08:24:22:142STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:24:22:142STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:24:22:787STACKGameServerState_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()

08:24:22:787STACK[ChatMessage] RECV: l:/_turn/35 (from 0x12a7ea9).

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()

08:24:22:838STACKGameServerState_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()

08:24:22:838STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:22:838STACKSynchronizationState = 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()

08:24:22:838STACKPlayerInTransition = 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()

08:24:22:838STACKSynchronization 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()

08:24:22:839STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:24:22:839STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:24:22:887STACKGameServerState_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()

08:24:24:011STACKTrying 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()

08:24:24:054STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000032, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -777

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()

08:24:24:175STACKGameServerState_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()

08:24:24:175STACK[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()

08:24:24:392STACK[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()

08:24:24:793STACKEnd 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()

08:24:24:793STACK[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()

08:24:24:843STACKGameClientState_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()

08:24:24:875STACK[AI0] Sync took 0.5016643 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:24:875STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:28:565STACKGameClientState_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()

08:24:28:675STACKGameServerState_Turn_Main

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

08:24:28:675STACK[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()

08:24:28:691STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000034, Ticket: 00000015

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()

08:24:28:691STACK[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()

08:24:28:742STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000035, Ticket: 00000016

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()

08:24:28:791STACK[Order] OrderUnlockTechnology::DepartmentOfScience/OrderUnlockTechnology#00000036, [Empire0], TechnologyName: TechnologyDefinitionMilitary2, Notify: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator203:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:28:841STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000037, 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()

08:24:28:874STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000038, Ticket: 00000018

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()

08:24:28:908STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:28:926STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000039, Ticket: 00000019

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()

08:24:28:975STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000003A, Ticket: 0000001A

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()

08:24:29:024STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000003B, Ticket: 0000001B

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()

08:24:29:077STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000003C, Ticket: 0000001C

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()

08:24:34:480STACKGameServerState_Turn_AI_PrepareSync

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

08:24:39:698STACKCancelling actions on Kais (469) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:39:842STACKGameServerState_Turn_AI_Sync

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

08:24:40:025STACKGameServerState_Turn_Main

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

08:24:40:124STACK[AI0] Sync took 11.2202679 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:40:124STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:40:156STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011B, [Empire21], Entity index: 5857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:192STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011C, [Empire21], Entity index: 5854

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:242STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011D, [Empire21], Entity index: 5850

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:293STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011E, [Empire21], Entity index: 5849

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:346STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011F, [Empire21], Entity index: 5848

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:376STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000120, [Empire21], Entity index: 5846

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:408STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000121, [Empire21], Entity index: 5842

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:442STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000122, [Empire21], Entity index: 5841

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:475STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000123, [Empire21], Entity index: 5840

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:509STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000124, [Empire21], Entity index: 5839

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:542STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000125, [Empire21], Entity index: 5838

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:575STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000126, [Empire21], Entity index: 5837

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:608STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000127, [Empire21], Entity index: 5835

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:659STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000128, [Empire21], Entity index: 5833

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:691STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000129, [Empire21], Entity index: 5832

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:897STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012A, [Empire21], Entity index: 5831

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:935STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012B, [Empire21], Entity index: 5830

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:40:992STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012C, [Empire21], Entity index: 5828

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:041STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012D, [Empire21], Entity index: 5827

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:079STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012E, [Empire21], Entity index: 5826

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:109STACK[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()

08:24:41:142STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012F, [Empire21], Entity index: 5825

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:176STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000130, [Empire21], Entity index: 5823

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:226STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000131, [Empire21], Entity index: 5821

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:275STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000132, [Empire21], Entity index: 5819

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:330STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000133, [Empire21], Entity index: 5817

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:374STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000134, [Empire21], Entity index: 5815

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:426STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000135, [Empire21], Entity index: 5812

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:476STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000136, [Empire21], Entity index: 5809

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:509STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000137, [Empire21], Entity index: 5807

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:560STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000138, [Empire21], Entity index: 5804

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:610STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000139, [Empire21], Entity index: 5803

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:662STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013A, [Empire21], Entity index: 5801

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:708STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013B, [Empire21], Entity index: 5794

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:760STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013C, [Empire21], Entity index: 5793

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:811STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013D, [Empire21], Entity index: 5792

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:843STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013E, [Empire21], Entity index: 5789

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:901STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013F, [Empire21], Entity index: 5788

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:941STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000140, [Empire21], Entity index: 5786

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:41:992STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000141, [Empire21], Entity index: 5783

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:042STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000142, [Empire21], Entity index: 5781

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:075STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000143, [Empire21], Entity index: 5778

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:142STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000144, [Empire21], Entity index: 5775

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:176STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000145, [Empire21], Entity index: 5774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:226STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000146, [Empire21], Entity index: 5773

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:277STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000147, [Empire21], Entity index: 5771

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:326STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000148, [Empire21], Entity index: 5770

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:377STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000149, [Empire21], Entity index: 5768

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:425STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014A, [Empire21], Entity index: 5767

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:475STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014B, [Empire21], Entity index: 5765

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:509STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014C, [Empire21], Entity index: 5758

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:559STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014D, [Empire21], Entity index: 5757

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:609STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014E, [Empire21], Entity index: 5756

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:658STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014F, [Empire21], Entity index: 5753

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000150, [Empire21], Entity index: 5752

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:42:758STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000151, [Empire21], Entity index: 5750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:43:323STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:45:156STACKGameServerState_Turn_AI_PrepareSync

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

08:24:45:207STACKCancelling actions on Heka (124) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:24:45:257STACKGameServerState_Turn_AI_Sync

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

08:24:45:389STACKGameServerState_Turn_Main

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

08:24:45:522STACK[AI0] Sync took 2.2025966 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:45:522STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:46:198STACKObject reference not set to an instance of an object

MergedFleetLabels:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()

08:24:46:200STACKObject reference not set to an instance of an object

MergedFleetLabels:RefreshPositionAndSize()
FleetLabelsWindow:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()

08:24:46:518STACK[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()

08:24:48:746STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:48:767STACKGameServerState_Turn_AI_PrepareSync

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

08:24:48:992STACKGameServerState_Turn_AI_Sync

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

08:24:49:150STACKGameServerState_Turn_Main

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

08:24:49:344STACK[AI0] Sync took 0.601072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:49:344STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:50:141STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:52:357STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:52:374STACKGameServerState_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()

08:24:52:490STACKGameServerState_Turn_AI_Sync

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

08:24:52:641STACKGameServerState_Turn_Main

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

08:24:52:757STACK[AI0] Sync took 0.4007457 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:52:757STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:53:575STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:55:775STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:55:791STACKGameServerState_Turn_AI_PrepareSync

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

08:24:55:892STACKGameServerState_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()

08:24:56:008STACKGameServerState_Turn_Main

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

08:24:56:174STACK[AI0] Sync took 0.4008794 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:56:175STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:56:975STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:59:174STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:59:191STACKGameServerState_Turn_AI_PrepareSync

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

08:24:59:290STACKGameServerState_Turn_AI_Sync

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

08:24:59:408STACKGameServerState_Turn_Main

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

08:24:59:591STACK[AI0] Sync took 0.4028833 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:24:59:591STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:00:391STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:02:642STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:02:658STACKGameServerState_Turn_AI_PrepareSync

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

08:25:02:809STACKGameServerState_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()

08:25:03:041STACKGameServerState_Turn_Main

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

08:25:03:260STACK[AI0] Sync took 0.6081107 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:03:260STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:04:193STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:06:464STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:06:474STACKGameServerState_Turn_AI_PrepareSync

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

08:25:06:578STACKGameServerState_Turn_AI_Sync

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

08:25:06:758STACKGameServerState_Turn_Main

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

08:25:06:894STACK[AI0] Sync took 0.4244041 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:06:894STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:07:842STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:10:128STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:10:144STACKGameServerState_Turn_AI_PrepareSync

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

08:25:10:295STACKGameServerState_Turn_AI_Sync

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

08:25:10:794STACKGameServerState_Turn_Main

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

08:25:10:946STACK[AI0] Sync took 0.815245 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:10:946STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:12:177STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:14:462STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:14:495STACKGameServerState_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()

08:25:14:661STACKGameServerState_Turn_AI_Sync

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

08:25:14:827STACKGameServerState_Turn_Main

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

08:25:15:164STACK[AI0] Sync took 0.6941604 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:15:164STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:16:395STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:18:697STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:18:714STACKGameServerState_Turn_AI_PrepareSync

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

08:25:18:889STACKGameServerState_Turn_AI_Sync

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

08:25:18:979STACKGameServerState_Turn_Main

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

08:25:19:044STACKGameServerState_Turn_AI_PrepareSync

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

08:25:19:194STACKGameServerState_Turn_AI_Sync

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

08:25:19:427STACKGameServerState_Turn_Main

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

08:25:19:579STACK[AI0] Sync took 0.8713459 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:19:580STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:20:492STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:22:762STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:22:777STACKGameServerState_Turn_AI_PrepareSync

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

08:25:22:979STACKGameServerState_Turn_AI_Sync

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

08:25:23:077STACKGameServerState_Turn_Main

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

08:25:23:161STACKGameServerState_Turn_AI_PrepareSync

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

08:25:23:296STACKGameServerState_Turn_AI_Sync

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

08:25:23:495STACKGameServerState_Turn_Main

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

08:25:23:644STACK[AI0] Sync took 0.8693274 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:23:644STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:24:577STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:26:813STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:26:831STACKGameServerState_Turn_AI_PrepareSync

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

08:25:26:974STACKGameServerState_Turn_AI_Sync

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

08:25:27:143STACKGameServerState_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()

08:25:27:330STACK[AI0] Sync took 0.5219965 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:27:330STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:28:312STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:30:577STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:30:612STACKGameServerState_Turn_AI_PrepareSync

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

08:25:30:745STACKGameServerState_Turn_AI_Sync

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

08:25:30:910STACKGameServerState_Turn_Main

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

08:25:31:077STACK[AI0] Sync took 0.5050684 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:31:077STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:32:111STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:34:360STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:34:394STACKGameServerState_Turn_AI_PrepareSync

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

08:25:34:544STACKGameServerState_Turn_AI_Sync

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

08:25:34:627STACKGameServerState_Turn_Main

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

08:25:34:660STACKGameServerState_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()

08:25:34:810STACKGameServerState_Turn_AI_Sync

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

08:25:35:195STACKGameServerState_Turn_Main

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

08:25:35:444STACK[AI0] Sync took 1.0805283 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:35:444STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:36:361STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:38:610STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:38:631STACKGameServerState_Turn_AI_PrepareSync

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

08:25:38:793STACKGameServerState_Turn_AI_Sync

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

08:25:38:994STACKGameServerState_Turn_Main

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

08:25:39:128STACK[AI0] Sync took 0.5154936 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:39:128STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:40:160STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:42:431STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:42:447STACKGameServerState_Turn_AI_PrepareSync

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

08:25:42:596STACKGameServerState_Turn_AI_Sync

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

08:25:42:710STACKGameServerState_Turn_Main

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

08:25:42:760STACKGameServerState_Turn_AI_PrepareSync

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

08:25:42:913STACKGameServerState_Turn_AI_Sync

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

08:25:43:026STACKGameServerState_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()

08:25:43:241STACK[AI0] Sync took 0.7937491 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:43:241STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:44:460STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:46:726STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:46:745STACKGameServerState_Turn_AI_PrepareSync

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

08:25:46:892STACKGameServerState_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()

08:25:47:109STACKGameServerState_Turn_Main

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

08:25:47:368STACK[AI0] Sync took 0.6293534 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:47:368STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:48:417STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:50:677STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:50:695STACKGameServerState_Turn_AI_PrepareSync

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

08:25:50:829STACKGameServerState_Turn_AI_Sync

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

08:25:51:076STACKGameServerState_Turn_Main

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

08:25:51:240STACK[AI0] Sync took 0.556029 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:51:240STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:52:473STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:54:693STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:54:712STACKGameServerState_Turn_AI_PrepareSync

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

08:25:54:859STACKGameServerState_Turn_AI_Sync

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

08:25:55:061STACKGameServerState_Turn_Main

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

08:25:55:227STACK[AI0] Sync took 0.5174925 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:55:227STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:56:210STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:58:447STACK[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()

08:25:58:462STACKGameServerState_Turn_AI_PrepareSync

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

08:25:58:592STACKGameServerState_Turn_AI_Sync

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

08:25:58:794STACKGameServerState_Turn_Main

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

08:25:58:978STACK[AI0] Sync took 0.5360099 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:25:58:978STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:00:080STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:02:324STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:02:341STACKGameServerState_Turn_AI_PrepareSync

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

08:26:02:441STACKGameServerState_Turn_AI_Sync

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

08:26:02:575STACKGameServerState_Turn_Main

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

08:26:02:724STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:02:725STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:03:524STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:05:844STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:05:866STACKGameServerState_Turn_AI_PrepareSync

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

08:26:05:992STACKGameServerState_Turn_AI_Sync

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

08:26:06:645STACKGameServerState_Turn_Main

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

08:26:06:826STACK[AI0] Sync took 0.9784315 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:06:826STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:07:808STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:10:077STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:10:110STACKGameServerState_Turn_AI_PrepareSync

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

08:26:10:259STACKGameServerState_Turn_AI_Sync

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

08:26:10:425STACKGameServerState_Turn_Main

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

08:26:10:444STACKGameServerState_Turn_AI_PrepareSync

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

08:26:10:593STACKGameServerState_Turn_AI_Sync

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

08:26:10:694STACKGameServerState_Turn_Main

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

08:26:10:848STACK[AI0] Sync took 0.774737 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:10:848STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:11:777STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:14:014STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:14:047STACKGameServerState_Turn_AI_PrepareSync

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

08:26:14:193STACKGameServerState_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()

08:26:14:445STACKGameServerState_Turn_Main

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

08:26:14:496STACKGameServerState_Turn_AI_PrepareSync

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

08:26:14:643STACKGameServerState_Turn_AI_Sync

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

08:26:14:744STACKGameServerState_Turn_Main

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

08:26:14:894STACK[AI0] Sync took 0.8728305 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:14:894STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:15:793STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:18:077STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:18:109STACKGameServerState_Turn_AI_PrepareSync

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

08:26:18:281STACKGameServerState_Turn_AI_Sync

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

08:26:18:412STACKGameServerState_Turn_Main

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

08:26:18:442STACKGameServerState_Turn_AI_PrepareSync

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

08:26:18:627STACKGameServerState_Turn_AI_Sync

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

08:26:18:734STACKGameServerState_Turn_Main

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

08:26:18:862STACK[AI0] Sync took 0.7842458 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:18:862STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:19:809STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:22:111STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:22:129STACKGameServerState_Turn_AI_PrepareSync

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

08:26:22:293STACKGameServerState_Turn_AI_Sync

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

08:26:22:426STACKGameServerState_Turn_Main

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

08:26:22:647STACK[AI0] Sync took 0.5450186 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:22:648STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:23:676STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:25:982STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:26:010STACKGameServerState_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()

08:26:26:126STACKGameServerState_Turn_AI_Sync

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

08:26:26:295STACKGameServerState_Turn_Main

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

08:26:26:375STACK[AI0] Sync took 0.4058864 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:26:375STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:27:175STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:28:327STACKTrying 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()

08:26:28:493STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001B9, Ticket: 0000015B

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()

08:26:29:409STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:29:427STACKGameServerState_Turn_AI_PrepareSync

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

08:26:29:576STACKGameServerState_Turn_AI_Sync

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

08:26:29:760STACKGameServerState_Turn_Main

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

08:26:29:892STACK[AI0] Sync took 0.5029823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:29:892STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:30:692STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:32:893STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:32:927STACKGameServerState_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()

08:26:33:060STACKGameServerState_Turn_AI_Sync

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

08:26:33:490STACKGameServerState_Turn_Main

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

08:26:33:636STACK[AI0] Sync took 0.6951612 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:33:636STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:34:795STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:37:081STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:37:114STACKGameServerState_Turn_AI_PrepareSync

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

08:26:37:267STACKGameServerState_Turn_AI_Sync

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

08:26:37:560STACKGameServerState_Turn_Main

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

08:26:37:712STACK[AI0] Sync took 0.639609 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:37:712STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:38:847STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:41:063STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:41:079STACKGameServerState_Turn_AI_PrepareSync

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

08:26:41:228STACKGameServerState_Turn_AI_Sync

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

08:26:41:451STACKGameServerState_Turn_Main

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

08:26:41:579STACK[AI0] Sync took 0.5179925 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:41:579STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:42:511STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:44:761STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:44:777STACKGameServerState_Turn_AI_PrepareSync

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

08:26:44:912STACKGameServerState_Turn_AI_Sync

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

08:26:45:078STACKGameServerState_Turn_Main

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

08:26:45:263STACK[AI0] Sync took 0.502488 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:45:264STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:46:212STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:48:445STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:48:480STACKGameServerState_Turn_AI_PrepareSync

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

08:26:48:612STACKGameServerState_Turn_AI_Sync

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

08:26:48:828STACKGameServerState_Turn_Main

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

08:26:48:961STACK[AI0] Sync took 0.5089844 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:48:961STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:49:895STACK[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()

08:26:52:184STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:52:213STACKGameServerState_Turn_AI_PrepareSync

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

08:26:52:351STACKGameServerState_Turn_AI_Sync

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

08:26:52:545STACKGameServerState_Turn_Main

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

08:26:52:729STACK[AI0] Sync took 0.5214963 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:52:730STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:53:647STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:55:896STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:55:929STACKGameServerState_Turn_AI_PrepareSync

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

08:26:56:080STACKGameServerState_Turn_AI_Sync

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

08:26:56:340STACKGameServerState_Turn_Main

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

08:26:56:616STACK[AI0] Sync took 0.7076728 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:56:616STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:57:596STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:26:59:911STACK[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()

08:26:59:946STACKGameServerState_Turn_AI_PrepareSync

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

08:27:00:111STACKGameServerState_Turn_AI_Sync

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

08:27:00:246STACKGameServerState_Turn_Main

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

08:27:00:316STACKGameServerState_Turn_AI_PrepareSync

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

08:27:00:498STACKGameServerState_Turn_AI_Sync

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

08:27:00:580STACKGameServerState_Turn_Main

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

08:27:00:761STACK[AI0] Sync took 0.8443068 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:00:761STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:01:785STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:04:048STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:04:070STACKGameServerState_Turn_AI_PrepareSync

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

08:27:04:245STACKGameServerState_Turn_AI_Sync

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

08:27:04:457STACKGameServerState_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()

08:27:05:060STACK[AI0] Sync took 1.0054567 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:05:060STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:06:026STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:08:318STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:08:344STACKGameServerState_Turn_AI_PrepareSync

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

08:27:08:498STACKGameServerState_Turn_AI_Sync

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

08:27:08:678STACKGameServerState_Turn_Main

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

08:27:08:879STACK[AI0] Sync took 0.5530259 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:08:879STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:09:894STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:12:129STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:12:149STACKGameServerState_Turn_AI_PrepareSync

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

08:27:12:314STACKGameServerState_Turn_AI_Sync

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

08:27:12:465STACKGameServerState_Turn_Main

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

08:27:12:512STACKGameServerState_Turn_AI_PrepareSync

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

08:27:12:683STACKGameServerState_Turn_AI_Sync

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

08:27:12:762STACKGameServerState_Turn_Main

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

08:27:13:003STACK[AI0] Sync took 0.8603187 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:13:003STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:13:978STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:16:316STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:16:348STACKGameServerState_Turn_AI_PrepareSync

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

08:27:16:516STACKGameServerState_Turn_AI_Sync

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

08:27:16:785STACKGameServerState_Turn_Main

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

08:27:16:964STACK[AI0] Sync took 0.6916585 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:16:964STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:17:962STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:20:231STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:20:261STACKGameServerState_Turn_AI_PrepareSync

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

08:27:20:430STACKGameServerState_Turn_AI_Sync

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

08:27:20:812STACKGameServerState_Turn_Main

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

08:27:21:047STACK[AI0] Sync took 0.8252856 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:21:047STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:22:127STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:24:412STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:24:442STACKGameServerState_Turn_AI_PrepareSync

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

08:27:24:607STACKGameServerState_Turn_AI_Sync

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

08:27:24:845STACKGameServerState_Turn_Main

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

08:27:25:027STACK[AI0] Sync took 0.6095798 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:25:028STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:26:101STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:28:323STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:28:351STACKGameServerState_Turn_AI_PrepareSync

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

08:27:28:527STACKGameServerState_Turn_AI_Sync

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

08:27:28:715STACKGameServerState_Turn_Main

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

08:27:28:912STACK[AI0] Sync took 0.5760492 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:28:912STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:29:945STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:32:195STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:32:228STACKGameServerState_Turn_AI_PrepareSync

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

08:27:32:430STACKGameServerState_Turn_AI_Sync

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

08:27:32:627STACKGameServerState_Turn_Main

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

08:27:32:829STACK[AI0] Sync took 0.6331027 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:32:829STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:34:197STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:36:528STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:36:565STACKGameServerState_Turn_AI_PrepareSync

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

08:27:36:710STACKGameServerState_Turn_AI_Sync

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

08:27:36:843STACKGameServerState_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()

08:27:36:909STACKGameServerState_Turn_AI_PrepareSync

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

08:27:37:060STACKGameServerState_Turn_AI_Sync

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

08:27:37:160STACKGameServerState_Turn_Main

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

08:27:37:310STACK[AI0] Sync took 0.8077683 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:37:310STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:38:127STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:40:335STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:40:360STACKGameServerState_Turn_AI_PrepareSync

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

08:27:40:509STACKGameServerState_Turn_AI_Sync

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

08:27:40:651STACKGameServerState_Turn_Main

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

08:27:40:844STACK[AI0] Sync took 0.5034786 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:40:844STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:41:642STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:43:843STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:43:859STACKGameServerState_Turn_AI_PrepareSync

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

08:27:43:996STACKGameServerState_Turn_AI_Sync

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

08:27:44:142STACKGameServerState_Turn_Main

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

08:27:44:243STACK[AI0] Sync took 0.4008817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:44:243STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:45:076STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:45:960STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBegunNotificationWindow:SetupObjective(System.Reflection.ParameterInfo)
QuestBegunNotificationWindow:SetupPanels()
QuestBegunNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:27:47:260STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:47:277STACKGameServerState_Turn_AI_PrepareSync

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

08:27:47:427STACKGameServerState_Turn_AI_Sync

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

08:27:47:627STACKGameServerState_Turn_Main

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

08:27:47:761STACK[AI0] Sync took 0.5009761 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:47:761STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:48:561STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:50:793STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:50:810STACKGameServerState_Turn_AI_PrepareSync

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

08:27:50:977STACKGameServerState_Turn_AI_Sync

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

08:27:51:143STACKGameServerState_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()

08:27:51:276STACK[AI0] Sync took 0.5014769 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:51:276STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:52:077STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:54:294STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:54:313STACKGameServerState_Turn_AI_PrepareSync

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

08:27:54:409STACKGameServerState_Turn_AI_Sync

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

08:27:54:560STACKGameServerState_Turn_Main

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

08:27:54:693STACK[AI0] Sync took 0.4053862 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:54:693STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:55:710STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:57:928STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:57:959STACKGameServerState_Turn_AI_PrepareSync

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

08:27:58:076STACKGameServerState_Turn_AI_Sync

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

08:27:58:209STACKGameServerState_Turn_Main

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

08:27:58:326STACK[AI0] Sync took 0.4018829 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:58:326STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:27:59:129STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:01:363STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:01:377STACKGameServerState_Turn_AI_PrepareSync

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

08:28:01:526STACKGameServerState_Turn_AI_Sync

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

08:28:01:744STACKGameServerState_Turn_Main

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

08:28:01:860STACK[AI0] Sync took 0.5009758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:01:860STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:02:643STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:04:895STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:04:911STACKGameServerState_Turn_AI_PrepareSync

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

08:28:05:027STACKGameServerState_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()

08:28:05:161STACKGameServerState_Turn_Main

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

08:28:05:279STACK[AI0] Sync took 0.4043844 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:05:279STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:06:027STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:08:246STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:08:264STACKGameServerState_Turn_AI_PrepareSync

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

08:28:08:416STACKGameServerState_Turn_AI_Sync

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

08:28:08:616STACKGameServerState_Turn_Main

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

08:28:08:817STACK[AI0] Sync took 0.559032 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:08:817STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:09:693STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000001BC, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:28:09:732STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:10:153STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C3, [Empire0], Entity index: 361

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:28:10:297STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C4, [Empire0], Entity index: 541

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:28:11:927STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:11:946STACKGameServerState_Turn_AI_PrepareSync

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

08:28:12:104STACKGameServerState_Turn_AI_Sync

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

08:28:12:356STACKGameServerState_Turn_Main

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

08:28:12:423STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C7, [Empire0], Entity index: 550

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:28:12:441STACK[AI0] Sync took 0.5034788 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:12:441STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:13:244STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:15:467STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:15:485STACKGameServerState_Turn_AI_PrepareSync

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

08:28:15:635STACKGameServerState_Turn_AI_Sync

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

08:28:15:776STACKGameServerState_Turn_Main

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

08:28:15:961STACK[AI0] Sync took 0.5009755 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:15:961STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:16:759STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:18:960STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:18:976STACKGameServerState_Turn_AI_PrepareSync

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

08:28:19:111STACKGameServerState_Turn_AI_Sync

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

08:28:19:243STACKGameServerState_Turn_Main

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

08:28:19:361STACK[AI0] Sync took 0.4008415 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:19:361STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:20:159STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:22:376STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:22:392STACKGameServerState_Turn_AI_PrepareSync

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

08:28:22:493STACKGameServerState_Turn_AI_Sync

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

08:28:22:626STACKGameServerState_Turn_Main

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

08:28:22:776STACK[AI0] Sync took 0.4033818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:22:776STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:23:826STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:26:043STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:26:059STACKGameServerState_Turn_AI_PrepareSync

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

08:28:26:160STACKGameServerState_Turn_AI_Sync

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

08:28:26:311STACKGameServerState_Turn_Main

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

08:28:26:443STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:26:443STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:27:244STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:29:443STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:29:460STACKGameServerState_Turn_AI_PrepareSync

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

08:28:29:610STACKGameServerState_Turn_AI_Sync

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

08:28:29:710STACKGameServerState_Turn_Main

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

08:28:29:843STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:29:843STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:30:660STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:32:860STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:32:877STACKGameServerState_Turn_AI_PrepareSync

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

08:28:33:014STACKGameServerState_Turn_AI_Sync

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

08:28:33:159STACKGameServerState_Turn_Main

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

08:28:33:361STACK[AI0] Sync took 0.5014778 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:33:361STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:34:077STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:36:303STACK[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()

08:28:36:328STACKGameServerState_Turn_AI_PrepareSync

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

08:28:36:465STACKGameServerState_Turn_AI_Sync

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

08:28:36:645STACKGameServerState_Turn_Main

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

08:28:36:795STACK[AI0] Sync took 0.5014769 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:36:795STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:37:583STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:39:782STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:39:796STACKGameServerState_Turn_AI_PrepareSync

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

08:28:39:932STACKGameServerState_Turn_AI_Sync

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

08:28:40:146STACKGameServerState_Turn_Main

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

08:28:40:307STACK[AI0] Sync took 0.5179928 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:40:307STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:41:037STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:43:316STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:43:333STACKGameServerState_Turn_AI_PrepareSync

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

08:28:43:479STACKGameServerState_Turn_AI_Sync

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

08:28:43:697STACKGameServerState_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()

08:28:43:831STACK[AI0] Sync took 0.5204946 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:43:831STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:44:779STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:47:014STACKGameServerState_Turn_AI_PrepareSync

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

08:28:47:014STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:47:163STACKGameServerState_Turn_AI_Sync

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

08:28:47:414STACKGameServerState_Turn_Main

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

08:28:47:548STACK[AI0] Sync took 0.5430158 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:47:548STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:48:496STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:50:710STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:50:726STACKGameServerState_Turn_AI_PrepareSync

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

08:28:50:860STACKGameServerState_Turn_AI_Sync

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

08:28:51:227STACKGameServerState_Turn_Main

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

08:28:51:393STACK[AI0] Sync took 0.6926593 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:51:393STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:52:194STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:54:418STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:54:429STACKGameServerState_Turn_AI_PrepareSync

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

08:28:54:527STACKGameServerState_Turn_AI_Sync

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

08:28:54:609STACKGameServerState_Turn_Main

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

08:28:54:626STACKGameServerState_Turn_AI_PrepareSync

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

08:28:54:728STACKGameServerState_Turn_AI_Sync

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

08:28:54:776STACKGameServerState_Turn_Main

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

08:28:54:911STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:54:911STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:55:711STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:57:911STACK[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()

08:28:57:927STACKGameServerState_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()

08:28:58:048STACKGameServerState_Turn_AI_Sync

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

08:28:58:226STACKGameServerState_Turn_Main

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

08:28:58:411STACK[AI0] Sync took 0.5009768 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:58:411STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:28:59:218STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:01:426STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:01:464STACKGameServerState_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()

08:29:01:598STACKGameServerState_Turn_AI_Sync

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

08:29:01:772STACKGameServerState_Turn_Main

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

08:29:01:938STACK[AI0] Sync took 0.5014143 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:01:938STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:02:744STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:04:943STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:04:959STACKGameServerState_Turn_AI_PrepareSync

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

08:29:05:059STACKGameServerState_Turn_AI_Sync

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

08:29:05:177STACKGameServerState_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()

08:29:05:344STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:05:344STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:06:143STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:08:343STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:08:364STACKGameServerState_Turn_AI_PrepareSync

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

08:29:08:502STACKGameServerState_Turn_AI_Sync

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

08:29:08:696STACKGameServerState_Turn_Main

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

08:29:08:862STACK[AI0] Sync took 0.5034782 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:08:862STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:09:661STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:11:861STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:11:876STACKGameServerState_Turn_AI_PrepareSync

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

08:29:12:011STACKGameServerState_Turn_AI_Sync

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

08:29:12:131STACKGameServerState_Turn_Main

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

08:29:12:261STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:12:261STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:13:078STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:15:261STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:15:288STACKGameServerState_Turn_AI_PrepareSync

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

08:29:15:444STACKGameServerState_Turn_AI_Sync

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

08:29:15:618STACKGameServerState_Turn_Main

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

08:29:15:770STACK[AI0] Sync took 0.5009768 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:15:770STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:16:578STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:18:831STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:18:848STACKGameServerState_Turn_AI_PrepareSync

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

08:29:18:997STACKGameServerState_Turn_AI_Sync

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

08:29:19:478STACKGameServerState_Turn_Main

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

08:29:19:613STACK[AI0] Sync took 0.7797423 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:19:613STACK[AI0] [MainState] Start decision number 76 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:20:464STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:22:747STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:22:765STACKGameServerState_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()

08:29:22:914STACKGameServerState_Turn_AI_Sync

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

08:29:23:215STACKGameServerState_Turn_Main

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

08:29:23:380STACK[AI0] Sync took 0.6280978 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:23:380STACK[AI0] [MainState] Start decision number 77 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:24:298STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:26:547STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:26:581STACKGameServerState_Turn_AI_PrepareSync

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

08:29:26:714STACKGameServerState_Turn_AI_Sync

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

08:29:26:850STACKGameServerState_Turn_Main

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

08:29:27:081STACK[AI0] Sync took 0.5219965 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:27:081STACK[AI0] [MainState] Start decision number 78 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:28:017STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:30:302STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:30:321STACKGameServerState_Turn_AI_PrepareSync

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

08:29:30:463STACKGameServerState_Turn_AI_Sync

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

08:29:30:631STACKGameServerState_Turn_Main

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

08:29:30:800STACK[AI0] Sync took 0.5019778 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:30:800STACK[AI0] [MainState] Start decision number 79 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:31:747STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:33:960STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:33:977STACKGameServerState_Turn_AI_PrepareSync

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

08:29:34:094STACKGameServerState_Turn_AI_Sync

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

08:29:34:227STACKGameServerState_Turn_Main

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

08:29:34:361STACK[AI0] Sync took 0.4010823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:34:361STACK[AI0] [MainState] Start decision number 80 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:35:160STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:37:377STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:37:393STACKGameServerState_Turn_AI_PrepareSync

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

08:29:37:543STACKGameServerState_Turn_AI_Sync

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

08:29:37:711STACKGameServerState_Turn_Main

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

08:29:37:877STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:37:877STACK[AI0] [MainState] Start decision number 81 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:38:693STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:40:893STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:40:911STACKGameServerState_Turn_AI_PrepareSync

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

08:29:41:068STACKGameServerState_Turn_AI_Sync

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

08:29:41:260STACKGameServerState_Turn_Main

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

08:29:41:377STACK[AI0] Sync took 0.5015101 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:41:377STACK[AI0] [MainState] Start decision number 82 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:42:195STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:44:394STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:44:411STACKGameServerState_Turn_AI_PrepareSync

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

08:29:44:510STACKGameServerState_Turn_AI_Sync

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

08:29:44:910STACKGameServerState_Turn_Main

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

08:29:45:043STACK[AI0] Sync took 0.6456141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:45:044STACK[AI0] [MainState] Start decision number 83 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:45:844STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:48:043STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:48:060STACKGameServerState_Turn_AI_PrepareSync

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

08:29:48:176STACKGameServerState_Turn_AI_Sync

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

08:29:48:343STACKGameServerState_Turn_Main

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

08:29:48:449STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:48:449STACK[AI0] [MainState] Start decision number 84 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:49:262STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:51:480STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:51:496STACKGameServerState_Turn_AI_PrepareSync

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

08:29:51:644STACKGameServerState_Turn_AI_Sync

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

08:29:51:877STACKGameServerState_Turn_Main

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

08:29:51:977STACK[AI0] Sync took 0.5004759 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:51:977STACK[AI0] [MainState] Start decision number 85 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:52:778STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:54:976STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:54:994STACKGameServerState_Turn_AI_PrepareSync

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

08:29:55:164STACKGameServerState_Turn_AI_Sync

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

08:29:55:278STACKGameServerState_Turn_Main

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

08:29:55:377STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:55:377STACK[AI0] [MainState] Start decision number 86 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:56:176STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:58:383STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:58:399STACKGameServerState_Turn_AI_PrepareSync

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

08:29:58:492STACKGameServerState_Turn_AI_Sync

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

08:29:58:659STACKGameServerState_Turn_Main

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

08:29:58:795STACK[AI0] Sync took 0.4023633 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:58:795STACK[AI0] [MainState] Start decision number 87 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:29:59:459STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001D3, [Empire0], system guid: 1409, contruction guid: 2035, resource name : EmpireMoney, buyout cost: 1908.616

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:29:59:459STACKThe construction 2035 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:29:59:593STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:01:793STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:01:809STACKGameServerState_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()

08:30:01:910STACKGameServerState_Turn_AI_Sync

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

08:30:02:027STACKGameServerState_Turn_Main

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

08:30:02:193STACK[AI0] Sync took 0.400882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:02:193STACK[AI0] [MainState] Start decision number 88 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:03:010STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:05:209STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:05:226STACKGameServerState_Turn_AI_PrepareSync

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

08:30:05:342STACKGameServerState_Turn_AI_Sync

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

08:30:05:443STACKGameServerState_Turn_Main

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

08:30:05:610STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:05:610STACK[AI0] [MainState] Start decision number 89 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:06:411STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:08:639STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:08:659STACKGameServerState_Turn_AI_PrepareSync

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

08:30:08:761STACKGameServerState_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()

08:30:08:825STACKGameServerState_Turn_Main

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

08:30:08:842STACKGameServerState_Turn_AI_PrepareSync

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

08:30:09:263STACKGameServerState_Turn_AI_Sync

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

08:30:09:326STACKGameServerState_Turn_Main

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

08:30:09:491STACK[AI0] Sync took 0.8653216 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:09:491STACK[AI0] [MainState] Start decision number 90 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:10:293STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:12:493STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:12:508STACKGameServerState_Turn_AI_PrepareSync

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

08:30:12:642STACKGameServerState_Turn_AI_Sync

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

08:30:12:776STACKGameServerState_Turn_Main

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

08:30:12:892STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:12:893STACK[AI0] [MainState] Start decision number 91 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:13:693STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:15:225STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001D5, [Empire0], system guid: 1383, contruction guid: 2037, resource name : EmpireMoney, buyout cost: 1908.616

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:15:226STACKThe construction 2037 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:15:892STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:15:909STACKGameServerState_Turn_AI_PrepareSync

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

08:30:16:009STACKGameServerState_Turn_AI_Sync

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

08:30:16:162STACKGameServerState_Turn_Main

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

08:30:16:310STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:16:310STACK[AI0] [MainState] Start decision number 92 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:17:133STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:19:310STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:19:326STACKGameServerState_Turn_AI_PrepareSync

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

08:30:19:426STACKGameServerState_Turn_AI_Sync

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

08:30:19:543STACKGameServerState_Turn_Main

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

08:30:19:710STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:19:710STACK[AI0] [MainState] Start decision number 93 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:20:509STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:22:726STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:22:743STACKGameServerState_Turn_AI_PrepareSync

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

08:30:22:843STACKGameServerState_Turn_AI_Sync

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

08:30:22:959STACKGameServerState_Turn_Main

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

08:30:23:127STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:23:127STACK[AI0] [MainState] Start decision number 94 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:23:926STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:25:042STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001D6, [Empire0], system guid: 1857, contruction guid: 2012, resource name : EmpireMoney, buyout cost: 883.3771

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:25:042STACKThe construction 2012 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:26:126STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:26:143STACKGameServerState_Turn_AI_PrepareSync

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

08:30:26:243STACKGameServerState_Turn_AI_Sync

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

08:30:26:366STACKGameServerState_Turn_Main

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

08:30:26:526STACK[AI0] Sync took 0.400882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:26:526STACK[AI0] [MainState] Start decision number 95 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:27:325STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:29:543STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:29:560STACKGameServerState_Turn_AI_PrepareSync

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

08:30:29:643STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001D7, [Empire0], system guid: 1638, contruction guid: 1984, resource name : EmpireMoney, buyout cost: 775.626

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:29:644STACKThe construction 1984 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:29:745STACKGameServerState_Turn_AI_Sync

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

08:30:29:865STACKGameServerState_Turn_Main

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

08:30:30:043STACK[AI0] Sync took 0.5012095 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:30:043STACK[AI0] [MainState] Start decision number 96 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:30:842STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:33:044STACK[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()

08:30:33:060STACKGameServerState_Turn_AI_PrepareSync

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

08:30:33:159STACKGameServerState_Turn_AI_Sync

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

08:30:33:512STACKGameServerState_Turn_Main

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

08:30:33:627STACK[AI0] Sync took 0.5735465 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:33:627STACK[AI0] [MainState] Start decision number 97 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:33:793STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001D8, [Empire0], system guid: 1495, contruction guid: 1986, resource name : EmpireMoney, buyout cost: 789.3381

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:33:793STACKThe construction 1986 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:34:443STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:36:626STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:36:643STACKGameServerState_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()

08:30:36:744STACKGameServerState_Turn_AI_Sync

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

08:30:36:897STACKGameServerState_Turn_Main

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

08:30:37:026STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:37:026STACK[AI0] [MainState] Start decision number 98 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:37:826STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:40:042STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:40:059STACKGameServerState_Turn_AI_PrepareSync

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

08:30:40:166STACKGameServerState_Turn_AI_Sync

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

08:30:40:259STACKGameServerState_Turn_Main

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

08:30:40:443STACK[AI0] Sync took 0.4023838 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:40:443STACK[AI0] [MainState] Start decision number 99 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:41:243STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:43:444STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:43:477STACKGameServerState_Turn_AI_PrepareSync

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

08:30:43:628STACKGameServerState_Turn_AI_Sync

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

08:30:43:794STACKGameServerState_Turn_Main

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

08:30:43:945STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:43:945STACK[AI0] [MainState] Start decision number 100 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:44:744STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:45:210STACKGameClientState_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()

08:30:45:243STACK[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()

08:30:45:343STACK[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()

08:30:45:377STACKGameServerState_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()

08:30:45:377STACK[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()

08:30:45:427STACK[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()

08:30:45:528STACKGameClientState_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()

08:30:45:577STACKGameServerState_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()

08:30:45:578STACK[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()

08:30:45:595STACKGameClientState_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()

08:30:45:611STACKGameClientState_Turn_ElectionsFinished

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

08:30:45:661STACKGameServerState_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()

08:30:48:246STACKGameServerState_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()

08:30:48:246STACKGameClientState_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()

08:30:48:550STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:550STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:550STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:585STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.07 Politics02 = 0.34 Politics03 = 0.14 Politics04 = 0.08 Politics05 = 0.04 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 698.50

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()

08:30:48:620STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001DC, [Empire0]: System #689

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:666STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001DD, [Empire0]: System #1409

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:704STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001DE, [Empire0]: System #1857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:728STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.44 Politics02 = 0.11 Politics03 = 0.04 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.36 Politics00 = 0.00 TOTAL_SCORE = 36.00

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()

08:30:48:749STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001DF, [Empire0]: System #1407

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:796STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E0, [Empire0]: System #1137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:846STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E1, [Empire0]: System #1383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:878STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E2, [Empire0]: System #1495

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:915STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E3, [Empire0]: System #1638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:48:963STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E4, [Empire0]: System #689

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:013STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E5, [Empire0]: System #1409

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:062STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E6, [Empire0]: System #1857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:114STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E7, [Empire0]: System #1407

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:178STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E8, [Empire0]: System #1137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:230STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001E9, [Empire0]: System #1383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:278STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001EA, [Empire0]: System #1495

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:49:330STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001EB, [Empire0]: System #1638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:51:753STACKGameClientState_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()

08:30:51:753STACK[ChatMessage] RECV: l:/_turn/36 (from 0x12a7ea9).

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()

08:30:51:816STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000001EC, [Empire1], ColonizedStarSystemGUID: 1398, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:51:864STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Edasir (ColonizedStarSystem#1398) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:52:016STACKGameServerState_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()

08:30:52:201STACKGameServerState_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()

08:30:52:230STACKGameClientState_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()

08:30:52:247STACKGameClientState_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()

08:30:52:247STACKGameClientState_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()

08:30:52:247STACKOrder 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()

08:30:52:300STACKSynchronization 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()

08:30:52:300STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:30:52:975STACKGameServerState_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()

08:30:52:975STACK[ChatMessage] RECV: l:/_turn/36 (from 0x12a7ea9).

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()

08:30:53:034STACKGameServerState_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()

08:30:53:034STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:30:53:034STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:30:53:049STACKGameServerState_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()

08:30:53:751STACKTrying 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()

08:30:53:794STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000201, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -777

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()

08:30:53:883STACKTrying 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()

08:30:53:924STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000204, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -329

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()

08:30:54:012STACKGameServerState_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()

08:30:54:012STACK[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()

08:30:54:230STACK[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()

08:30:54:897STACKEnd 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()

08:30:54:897STACK[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()

08:30:54:914STACKGameClientState_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()

08:30:54:982STACK[AI0] Sync took 0.7602232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:54:982STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:30:58:190STACKGameClientState_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()

08:30:58:295STACKGameServerState_Turn_Main

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

08:30:58:295STACK[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()

08:30:58:318STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000206, Ticket: 0000016E

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()

08:30:58:363STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000207, Ticket: 0000016F

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()

08:30:58:363STACK[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()

08:30:58:413STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000208, Ticket: 00000170

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()

08:30:58:450STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000209, Ticket: 00000171

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()

08:30:58:562STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:03:728STACKGameServerState_Turn_AI_PrepareSync

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

08:31:08:451STACKCancelling actions on Procyon (251) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:08:912STACKGameServerState_Turn_AI_Sync

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

08:31:09:099STACKGameServerState_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()

08:31:09:248STACK[AI0] Sync took 10.687168 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:09:248STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:09:280STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F3, [Empire20], Entity index: 3

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:333STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F4, [Empire21], Entity index: 6166

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:379STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F5, [Empire21], Entity index: 6163

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:414STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F6, [Empire21], Entity index: 6162

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:462STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F7, [Empire21], Entity index: 6161

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:512STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F8, [Empire21], Entity index: 6157

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:546STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F9, [Empire21], Entity index: 6155

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:596STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FA, [Empire21], Entity index: 6153

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:629STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FB, [Empire21], Entity index: 6150

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:680STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FC, [Empire21], Entity index: 6135

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FD, [Empire21], Entity index: 6131

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:763STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FE, [Empire21], Entity index: 6129

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:796STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002FF, [Empire21], Entity index: 6128

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:846STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000300, [Empire21], Entity index: 6126

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:878STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000301, [Empire21], Entity index: 6122

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:928STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000302, [Empire21], Entity index: 6119

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:09:961STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000303, [Empire21], Entity index: 6116

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:012STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000304, [Empire21], Entity index: 6115

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:046STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000305, [Empire21], Entity index: 6113

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:097STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000306, [Empire21], Entity index: 6111

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:129STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000307, [Empire21], Entity index: 6110

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:179STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000308, [Empire21], Entity index: 6109

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:196STACK[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()

08:31:10:229STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000309, [Empire21], Entity index: 6105

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:263STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030A, [Empire21], Entity index: 6104

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:314STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030B, [Empire21], Entity index: 6102

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:351STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030C, [Empire21], Entity index: 6100

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:397STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030D, [Empire21], Entity index: 6092

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:446STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030E, [Empire21], Entity index: 6085

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:497STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030F, [Empire21], Entity index: 6082

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:535STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000310, [Empire21], Entity index: 6081

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:581STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000311, [Empire21], Entity index: 6080

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:614STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000312, [Empire21], Entity index: 6078

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:664STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000313, [Empire21], Entity index: 6077

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:695STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000314, [Empire21], Entity index: 6076

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:747STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000315, [Empire21], Entity index: 6071

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:779STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000316, [Empire21], Entity index: 6070

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:10:831STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000317, [Empire21], Entity index: 6067

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:12:498STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:12:513STACKGameServerState_Turn_AI_PrepareSync

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

08:31:12:649STACKCancelling actions on Edasir (278) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:12:746STACKGameServerState_Turn_AI_Sync

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

08:31:12:997STACKGameServerState_Turn_Main

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

08:31:13:129STACK[AI0] Sync took 0.6494772 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:13:129STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:14:100STACK[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()

08:31:16:369STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:16:399STACKGameServerState_Turn_AI_PrepareSync

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

08:31:16:559STACKGameServerState_Turn_AI_Sync

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

08:31:16:953STACKGameServerState_Turn_Main

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

08:31:17:116STACK[AI0] Sync took 0.7666355 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:17:116STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:18:052STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:20:282STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:20:307STACKGameServerState_Turn_AI_PrepareSync

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

08:31:20:449STACKGameServerState_Turn_AI_Sync

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

08:31:20:850STACKGameServerState_Turn_Main

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

08:31:20:881STACKGameServerState_Turn_AI_PrepareSync

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

08:31:21:015STACKGameServerState_Turn_AI_Sync

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

08:31:21:084STACKGameServerState_Turn_Main

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

08:31:21:316STACK[AI0] Sync took 1.0339842 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:21:316STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:22:248STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:24:531STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:24:548STACKGameServerState_Turn_AI_PrepareSync

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

08:31:24:711STACKGameServerState_Turn_AI_Sync

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

08:31:24:894STACKGameServerState_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()

08:31:25:026STACK[AI0] Sync took 0.5069824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:25:026STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:25:826STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:28:026STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:28:043STACKGameServerState_Turn_AI_PrepareSync

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

08:31:28:160STACKGameServerState_Turn_AI_Sync

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

08:31:28:277STACKGameServerState_Turn_Main

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

08:31:28:426STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:28:426STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:28:979STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000363, Ticket: 0000029B

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()

08:31:29:245STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:30:488STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBegunNotificationWindow:SetupObjective(System.Reflection.ParameterInfo)
QuestBegunNotificationWindow:SetupPanels()
QuestBegunNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:31:31:445STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:31:462STACKGameServerState_Turn_AI_PrepareSync

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

08:31:31:595STACKGameServerState_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()

08:31:31:812STACKGameServerState_Turn_Main

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

08:31:31:962STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:31:962STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:32:745STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:34:980STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:34:994STACKGameServerState_Turn_AI_PrepareSync

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

08:31:35:149STACKGameServerState_Turn_AI_Sync

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

08:31:35:295STACKGameServerState_Turn_Main

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

08:31:35:395STACK[AI0] Sync took 0.4023831 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:35:396STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:36:178STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:38:377STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:38:394STACKGameServerState_Turn_AI_PrepareSync

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

08:31:38:543STACKGameServerState_Turn_AI_Sync

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

08:31:38:626STACKGameServerState_Turn_Main

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

08:31:38:643STACKGameServerState_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()

08:31:38:760STACKGameServerState_Turn_AI_Sync

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

08:31:38:843STACKGameServerState_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()

08:31:38:977STACK[AI0] Sync took 0.601072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:38:977STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:39:793STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:41:510STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000364, [Empire0], system guid: 1495, contruction guid: 2060, resource name : EmpireMoney, buyout cost: 2247.396

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:41:510STACKThe construction 2060 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:41:993STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:42:010STACKGameServerState_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()

08:31:42:109STACKGameServerState_Turn_AI_Sync

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

08:31:42:210STACKGameServerState_Turn_Main

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

08:31:42:393STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:42:393STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:43:196STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:44:427STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000365, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:45:417STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:45:470STACKGameServerState_Turn_AI_PrepareSync

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

08:31:45:632STACKGameServerState_Turn_AI_Sync

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

08:31:46:153STACKGameServerState_Turn_Main

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

08:31:46:219STACK[AI0] Sync took 0.808269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:46:219STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:47:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:47:043STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000370, [Empire0], system guid: 1638, contruction guid: 2062, resource name : EmpireMoney, buyout cost: 2247.396

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:47:043STACKThe construction 2062 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:49:255STACK[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()

08:31:49:276STACKGameServerState_Turn_AI_PrepareSync

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

08:31:49:415STACKGameServerState_Turn_AI_Sync

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

08:31:49:582STACKGameServerState_Turn_Main

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

08:31:49:609STACKGameServerState_Turn_AI_PrepareSync

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

08:31:49:746STACKGameServerState_Turn_AI_Sync

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

08:31:49:834STACKGameServerState_Turn_Main

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

08:31:49:956STACK[AI0] Sync took 0.7016671 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:49:956STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:50:734STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:51:645STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000373, [Empire0], system guid: 1857, contruction guid: 2056, resource name : EmpireMoney, buyout cost: 2247.396

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:51:645STACKThe construction 2056 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:52:944STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:52:960STACKGameServerState_Turn_AI_PrepareSync

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

08:31:53:060STACKGameServerState_Turn_AI_Sync

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

08:31:53:165STACKGameServerState_Turn_Main

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

08:31:53:343STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:53:343STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:53:959STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000374, [Empire0], system guid: 689, contruction guid: 2039, resource name : EmpireMoney, buyout cost: 1576.317

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:53:960STACKThe construction 2039 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:54:144STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:56:344STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:56:360STACKGameServerState_Turn_AI_PrepareSync

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

08:31:56:460STACKGameServerState_Turn_AI_Sync

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

08:31:56:593STACKGameServerState_Turn_Main

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

08:31:56:744STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:56:744STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:57:543STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:59:761STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:31:59:776STACKGameServerState_Turn_AI_PrepareSync

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

08:31:59:777STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000375, [Empire0], system guid: 1137, contruction guid: 2043, resource name : EmpireMoney, buyout cost: 2515.438

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:59:777STACKThe construction 2043 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:31:59:877STACKGameServerState_Turn_AI_Sync

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

08:31:59:977STACKGameServerState_Turn_Main

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

08:32:00:160STACK[AI0] Sync took 0.4008462 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:00:160STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:00:958STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:02:576STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000376, [Empire0], system guid: 1383, contruction guid: 2058, resource name : EmpireMoney, buyout cost: 831.5564

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:02:577STACKThe construction 2058 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:03:177STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:03:194STACKGameServerState_Turn_AI_PrepareSync

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

08:32:03:310STACKGameServerState_Turn_AI_Sync

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

08:32:03:426STACKGameServerState_Turn_Main

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

08:32:03:560STACK[AI0] Sync took 0.401882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:03:561STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:04:376STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:06:193STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000377, [Empire0], system guid: 1407, contruction guid: 2041, resource name : EmpireMoney, buyout cost: 2221.76

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:06:194STACKThe construction 2041 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:06:576STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:06:597STACKGameServerState_Turn_AI_PrepareSync

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

08:32:06:692STACKGameServerState_Turn_AI_Sync

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

08:32:06:810STACKGameServerState_Turn_Main

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

08:32:06:976STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:06:976STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:07:776STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:10:017STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:10:047STACKGameServerState_Turn_AI_PrepareSync

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

08:32:10:147STACKGameServerState_Turn_AI_Sync

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

08:32:10:327STACKGameServerState_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()

08:32:10:531STACK[AI0] Sync took 0.5049757 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:10:531STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:11:543STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000378, [Empire0], system guid: 1409, contruction guid: 2054, resource name : EmpireMoney, buyout cost: 831.5564

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:11:543STACKThe construction 2054 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:32:11:828STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:14:027STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:14:044STACKGameServerState_Turn_AI_PrepareSync

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

08:32:14:176STACKGameServerState_Turn_AI_Sync

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

08:32:14:294STACKGameServerState_Turn_Main

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

08:32:14:426STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:14:426STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:15:243STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:17:444STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:17:460STACKGameServerState_Turn_AI_PrepareSync

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

08:32:17:559STACKGameServerState_Turn_AI_Sync

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

08:32:17:715STACKGameServerState_Turn_Main

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

08:32:17:844STACK[AI0] Sync took 0.4008817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:17:844STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:18:663STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:20:860STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:20:878STACKGameServerState_Turn_AI_PrepareSync

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

08:32:20:993STACKGameServerState_Turn_AI_Sync

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

08:32:21:161STACKGameServerState_Turn_Main

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

08:32:21:261STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:21:261STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:22:061STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:24:279STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:24:294STACKGameServerState_Turn_AI_PrepareSync

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

08:32:24:411STACKGameServerState_Turn_AI_Sync

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

08:32:24:478STACKGameServerState_Turn_Main

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

08:32:24:495STACKGameServerState_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()

08:32:24:628STACKGameServerState_Turn_AI_Sync

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

08:32:24:744STACKGameServerState_Turn_Main

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

08:32:24:878STACK[AI0] Sync took 0.6030741 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:24:878STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:25:695STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:27:970STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:27:998STACKGameServerState_Turn_AI_PrepareSync

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

08:32:28:166STACKGameServerState_Turn_AI_Sync

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

08:32:28:415STACKGameServerState_Turn_Main

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

08:32:28:580STACK[AI0] Sync took 0.6042927 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:28:580STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:29:551STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:31:802STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:31:815STACKGameServerState_Turn_AI_PrepareSync

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

08:32:31:982STACKGameServerState_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()

08:32:32:095STACKGameServerState_Turn_Main

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

08:32:32:244STACK[AI0] Sync took 0.4414397 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:32:244STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:33:062STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:35:278STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:35:294STACKGameServerState_Turn_AI_PrepareSync

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

08:32:35:398STACKGameServerState_Turn_AI_Sync

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

08:32:35:544STACKGameServerState_Turn_Main

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

08:32:35:668STACK[AI0] Sync took 0.401376 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:35:669STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:36:478STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:38:696STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:38:711STACKGameServerState_Turn_AI_PrepareSync

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

08:32:38:810STACKGameServerState_Turn_AI_Sync

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

08:32:39:176STACKGameServerState_Turn_Main

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

08:32:39:327STACK[AI0] Sync took 0.6285983 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:39:327STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:40:127STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:42:329STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:42:345STACKGameServerState_Turn_AI_PrepareSync

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

08:32:42:460STACKGameServerState_Turn_AI_Sync

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

08:32:42:561STACKGameServerState_Turn_Main

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

08:32:42:613STACKGameServerState_Turn_AI_PrepareSync

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

08:32:42:711STACKGameServerState_Turn_AI_Sync

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

08:32:42:762STACKGameServerState_Turn_Main

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

08:32:42:929STACK[AI0] Sync took 0.6025727 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:42:929STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:43:727STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:45:944STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:45:960STACKGameServerState_Turn_AI_PrepareSync

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

08:32:46:060STACKGameServerState_Turn_AI_Sync

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

08:32:46:161STACKGameServerState_Turn_Main

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

08:32:46:343STACK[AI0] Sync took 0.40038 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:46:343STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:47:143STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:49:362STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:49:403STACKGameServerState_Turn_AI_PrepareSync

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

08:32:49:512STACKGameServerState_Turn_AI_Sync

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

08:32:49:579STACKGameServerState_Turn_Main

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

08:32:49:662STACKGameServerState_Turn_AI_PrepareSync

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

08:32:49:779STACKGameServerState_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()

08:32:49:879STACKGameServerState_Turn_Main

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

08:32:50:046STACK[AI0] Sync took 0.7011674 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:50:046STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:50:843STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:53:062STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:53:084STACKGameServerState_Turn_AI_PrepareSync

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

08:32:53:211STACKGameServerState_Turn_AI_Sync

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

08:32:53:328STACKGameServerState_Turn_Main

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

08:32:53:562STACK[AI0] Sync took 0.5014766 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:53:562STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:54:362STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:56:561STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:56:578STACKGameServerState_Turn_AI_PrepareSync

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

08:32:56:678STACKGameServerState_Turn_AI_Sync

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

08:32:56:844STACKGameServerState_Turn_Main

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

08:32:56:963STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:56:963STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:57:779STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:59:973STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:32:59:995STACKGameServerState_Turn_AI_PrepareSync

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

08:33:00:111STACKGameServerState_Turn_AI_Sync

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

08:33:00:245STACKGameServerState_Turn_Main

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

08:33:00:368STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:00:368STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:00:661STACKGameClientState_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()

08:33:00:712STACK[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()

08:33:01:298STACK[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()

08:33:01:329STACKGameServerState_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()

08:33:01:329STACK[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()

08:33:01:379STACK[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()

08:33:01:493STACKGameClientState_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()

08:33:01:544STACKGameServerState_Turn_Elections

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

08:33:01:544STACK[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()

08:33:01:563STACKGameClientState_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()

08:33:01:577STACKGameClientState_Turn_ElectionsFinished

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

08:33:01:635STACKGameServerState_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()

08:33:04:062STACKGameServerState_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()

08:33:04:062STACKGameClientState_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()

08:33:04:368STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:04:368STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:04:447STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.32 Politics03 = 0.18 Politics04 = 0.08 Politics05 = 0.04 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 742.50

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()

08:33:04:510STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.51 Politics02 = 0.09 Politics03 = 0.03 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.33 Politics00 = 0.00 TOTAL_SCORE = 45.00

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()

08:33:07:235STACKGameClientState_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()

08:33:07:235STACK[ChatMessage] RECV: l:/_turn/37 (from 0x12a7ea9).

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()

08:33:07:395STACKGameServerState_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()

08:33:07:528STACKGameServerState_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()

08:33:07:544STACKGameClientState_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()

08:33:07:562STACKGameClientState_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()

08:33:07:562STACKGameClientState_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()

08:33:07:562STACKOrder 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()

08:33:07:595STACKSynchronization 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()

08:33:07:595STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:33:08:200STACKGameServerState_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()

08:33:08:200STACK[ChatMessage] RECV: l:/_turn/37 (from 0x12a7ea9).

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()

08:33:08:246STACKGameServerState_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()

08:33:08:246STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:08:246STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:33:08:263STACKGameServerState_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()

08:33:08:865STACKTrying 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()

08:33:08:898STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000038B, [Empire2], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -357

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()

08:33:08:978STACKTrying 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()

08:33:09:040STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000038E, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -357

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()

08:33:09:136STACKTrying 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()

08:33:09:168STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000391, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -357

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()

08:33:09:260STACKGameServerState_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()

08:33:09:260STACK[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()

08:33:09:444STACK[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()

08:33:09:844STACK[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()

08:33:09:864STACKEnd 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()

08:33:09:895STACKGameClientState_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()

08:33:09:961STACK[AI0] Sync took 0.5029786 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:09:961STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:13:686STACKGameClientState_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()

08:33:13:762STACKGameServerState_Turn_Main

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

08:33:13:762STACK[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()

08:33:13:779STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000393, Ticket: 000002A8

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()

08:33:13:844STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:14:062STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:14:826STACKDefault 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)
HeroUpdateNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:33:14:826STACKDefault 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)
HeroUpdateNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:33:16:665STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SkillTreeBasePanel:RefreshSkillTrees()
SkillTreeBasePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroUpdateNotificationWindow:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:33:16:665STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierItem:StartAnimation()
HeroSkillTreeItem:LateRefresh()
SkillTreeBasePanel:LateRefreshSkillTree(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SkillTreeBasePanel:LateRefreshSkillTrees()
SkillTreeBasePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroUpdateNotificationWindow:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:33:16:665STACK[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()

08:33:16:901STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:33:19:936STACKGameServerState_Turn_AI_PrepareSync

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

08:33:21:905STACKTexture 'Bots' not found for GuiElement 'CategoryHeroSkillTreeMinorFaction01'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:33:24:861STACKGameServerState_Turn_AI_Sync

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

08:33:25:029STACKGameServerState_Turn_Main

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

08:33:25:129STACK[AI0] Sync took 11.0706483 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:25:129STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:25:145STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047A, [Empire21], Entity index: 6459

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:218STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047B, [Empire21], Entity index: 6458

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:233STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047C, [Empire21], Entity index: 6457

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:261STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047D, [Empire21], Entity index: 6453

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:309STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047E, [Empire21], Entity index: 6449

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:327STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000047F, [Empire21], Entity index: 6448

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:361STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000480, [Empire21], Entity index: 6445

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:396STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000481, [Empire21], Entity index: 6442

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:428STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000482, [Empire21], Entity index: 6439

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:461STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000483, [Empire21], Entity index: 6438

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:494STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000484, [Empire21], Entity index: 6436

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:528STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000485, [Empire21], Entity index: 6433

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:561STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000486, [Empire21], Entity index: 6432

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:595STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000487, [Empire21], Entity index: 6431

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:645STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000488, [Empire21], Entity index: 6429

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:678STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000489, [Empire21], Entity index: 6428

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:728STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048A, [Empire21], Entity index: 6425

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:778STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048B, [Empire21], Entity index: 6424

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:812STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048C, [Empire21], Entity index: 6423

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:862STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048D, [Empire21], Entity index: 6421

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:911STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048E, [Empire21], Entity index: 6416

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:944STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000048F, [Empire21], Entity index: 6411

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:25:995STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000490, [Empire21], Entity index: 6410

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:028STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000491, [Empire21], Entity index: 6407

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:028STACK[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()

08:33:26:078STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000492, [Empire21], Entity index: 6392

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:111STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000493, [Empire21], Entity index: 6389

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:146STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000494, [Empire21], Entity index: 6386

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:179STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000495, [Empire21], Entity index: 6385

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:212STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000496, [Empire21], Entity index: 6383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:245STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000497, [Empire21], Entity index: 6382

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:277STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000498, [Empire21], Entity index: 6381

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:311STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000499, [Empire21], Entity index: 6379

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:354STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049A, [Empire21], Entity index: 6376

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:397STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049B, [Empire21], Entity index: 6375

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:428STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049C, [Empire21], Entity index: 6374

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:478STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049D, [Empire21], Entity index: 6373

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:528STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049E, [Empire21], Entity index: 6372

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:561STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000049F, [Empire21], Entity index: 6371

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:615STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A0, [Empire21], Entity index: 6363

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:645STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A1, [Empire21], Entity index: 6362

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:679STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A2, [Empire21], Entity index: 6361

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:712STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A3, [Empire21], Entity index: 6357

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:745STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A4, [Empire21], Entity index: 6355

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:26:778STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004A5, [Empire21], Entity index: 6354

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:28:044STACKCancelling actions on Rath (261) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:33:28:246STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:28:279STACKGameServerState_Turn_AI_PrepareSync

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

08:33:28:397STACKGameServerState_Turn_AI_Sync

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

08:33:28:562STACKGameServerState_Turn_Main

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

08:33:28:728STACK[AI0] Sync took 0.5019778 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:28:728STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:29:639STACK[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()

08:33:31:854STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:31:873STACKGameServerState_Turn_AI_PrepareSync

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

08:33:32:030STACKGameServerState_Turn_AI_Sync

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

08:33:32:236STACKGameServerState_Turn_Main

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

08:33:32:337STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:32:338STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:33:414STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:35:612STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:35:628STACKGameServerState_Turn_AI_PrepareSync

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

08:33:35:746STACKGameServerState_Turn_AI_Sync

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

08:33:35:912STACKGameServerState_Turn_Main

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

08:33:36:011STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:36:011STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:36:827STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:37:481STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:33:39:028STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:39:046STACKGameServerState_Turn_AI_PrepareSync

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

08:33:39:213STACKGameServerState_Turn_AI_Sync

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

08:33:39:345STACKGameServerState_Turn_Main

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

08:33:39:531STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:39:531STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:40:329STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:42:528STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:42:544STACKGameServerState_Turn_AI_PrepareSync

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

08:33:42:682STACKGameServerState_Turn_AI_Sync

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

08:33:42:726STACKGameServerState_Turn_Main

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

08:33:42:748STACKGameServerState_Turn_AI_PrepareSync

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

08:33:42:860STACKGameServerState_Turn_AI_Sync

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

08:33:42:960STACKGameServerState_Turn_Main

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

08:33:43:143STACK[AI0] Sync took 0.6035738 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:43:143STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:43:944STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:46:144STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:46:161STACKGameServerState_Turn_AI_PrepareSync

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

08:33:46:277STACKGameServerState_Turn_AI_Sync

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

08:33:46:412STACKGameServerState_Turn_Main

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

08:33:46:545STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:46:545STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:47:361STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:48:560STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:33:48:560STACKThe property BonusPopulationGroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:33:48:560STACKThe property BonusPopulationGroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:33:49:560STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:49:577STACKGameServerState_Turn_AI_PrepareSync

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

08:33:49:678STACKGameServerState_Turn_AI_Sync

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

08:33:49:811STACKGameServerState_Turn_Main

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

08:33:49:968STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:49:968STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:50:760STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:52:961STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:52:977STACKGameServerState_Turn_AI_PrepareSync

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

08:33:53:078STACKGameServerState_Turn_AI_Sync

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

08:33:53:226STACKGameServerState_Turn_Main

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

08:33:53:377STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:53:377STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:54:179STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:56:380STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:56:394STACKGameServerState_Turn_AI_PrepareSync

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

08:33:56:494STACKGameServerState_Turn_AI_Sync

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

08:33:56:610STACKGameServerState_Turn_Main

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

08:33:56:778STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:56:778STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:57:577STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:59:791STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:33:59:812STACKGameServerState_Turn_AI_PrepareSync

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

08:33:59:912STACKGameServerState_Turn_AI_Sync

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

08:34:00:045STACKGameServerState_Turn_Main

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

08:34:00:193STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:00:193STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:00:994STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:03:194STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:03:211STACKGameServerState_Turn_AI_PrepareSync

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

08:34:03:329STACKGameServerState_Turn_AI_Sync

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

08:34:03:443STACKGameServerState_Turn_Main

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

08:34:03:595STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:03:596STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:04:779STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:07:015STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:07:030STACKGameServerState_Turn_AI_PrepareSync

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

08:34:07:180STACKGameServerState_Turn_AI_Sync

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

08:34:07:346STACKGameServerState_Turn_Main

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

08:34:07:514STACK[AI0] Sync took 0.5199944 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:07:514STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:08:417STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:10:699STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:10:714STACKGameServerState_Turn_AI_PrepareSync

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

08:34:10:882STACKGameServerState_Turn_AI_Sync

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

08:34:11:065STACKGameServerState_Turn_Main

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

08:34:11:198STACK[AI0] Sync took 0.5104856 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:11:198STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:12:130STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:14:399STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:14:415STACKGameServerState_Turn_AI_PrepareSync

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

08:34:14:564STACKGameServerState_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()

08:34:14:684STACKGameServerState_Turn_Main

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

08:34:14:698STACKGameServerState_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()

08:34:14:847STACKGameServerState_Turn_AI_Sync

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

08:34:14:964STACKGameServerState_Turn_Main

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

08:34:15:114STACK[AI0] Sync took 0.7221853 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:15:114STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:16:081STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:18:322STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:18:346STACKGameServerState_Turn_AI_PrepareSync

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

08:34:18:499STACKGameServerState_Turn_AI_Sync

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

08:34:18:699STACKGameServerState_Turn_Main

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

08:34:18:916STACK[AI0] Sync took 0.603575 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:18:916STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:19:848STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:22:102STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:22:131STACKGameServerState_Turn_AI_PrepareSync

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

08:34:22:265STACKGameServerState_Turn_AI_Sync

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

08:34:22:497STACKGameServerState_Turn_Main

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

08:34:22:633STACK[AI0] Sync took 0.5234976 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:22:633STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:23:582STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:25:798STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:25:814STACKGameServerState_Turn_AI_PrepareSync

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

08:34:25:999STACKGameServerState_Turn_AI_Sync

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

08:34:26:248STACKGameServerState_Turn_Main

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

08:34:26:432STACK[AI0] Sync took 0.6376064 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:26:432STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:27:372STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:28:912STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000004FF, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:29:589STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:29:609STACKGameServerState_Turn_AI_PrepareSync

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

08:34:29:765STACKGameServerState_Turn_AI_Sync

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

08:34:29:933STACKGameServerState_Turn_Main

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

08:34:30:086STACK[AI0] Sync took 0.5069824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:30:086STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:30:894STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:33:095STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:33:112STACKGameServerState_Turn_AI_PrepareSync

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

08:34:33:228STACKGameServerState_Turn_AI_Sync

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

08:34:33:328STACKGameServerState_Turn_Main

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

08:34:33:368STACKGameServerState_Turn_AI_PrepareSync

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

08:34:33:495STACKGameServerState_Turn_AI_Sync

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

08:34:33:546STACKGameServerState_Turn_Main

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

08:34:33:695STACK[AI0] Sync took 0.6020736 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:33:695STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:34:495STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:36:720STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:36:735STACKGameServerState_Turn_AI_PrepareSync

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

08:34:36:866STACKGameServerState_Turn_AI_Sync

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

08:34:37:045STACKGameServerState_Turn_Main

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

08:34:37:146STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:37:147STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:38:228STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:38:743STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000509, [Empire0], system guid: 1495, contruction guid: 2082, resource name : EmpireMoney, buyout cost: 2860.622

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:38:743STACKThe construction 2082 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:40:411STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:40:428STACKGameServerState_Turn_AI_PrepareSync

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

08:34:40:527STACKGameServerState_Turn_AI_Sync

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

08:34:40:661STACKGameServerState_Turn_Main

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

08:34:40:776STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000050A, [Empire0], system guid: 1638, contruction guid: 2084, resource name : EmpireMoney, buyout cost: 2860.622

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:40:777STACKThe construction 2084 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:40:811STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:40:811STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:41:610STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:42:544STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000050B, [Empire0], system guid: 1857, contruction guid: 2078, resource name : EmpireMoney, buyout cost: 2860.622

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:42:544STACKThe construction 2078 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:43:828STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:43:855STACKGameServerState_Turn_AI_PrepareSync

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

08:34:43:978STACKGameServerState_Turn_AI_Sync

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

08:34:44:109STACKGameServerState_Turn_Main

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

08:34:44:227STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:44:228STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:45:025STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:47:228STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:47:244STACKGameServerState_Turn_AI_PrepareSync

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

08:34:47:344STACKGameServerState_Turn_AI_Sync

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

08:34:47:494STACKGameServerState_Turn_Main

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

08:34:47:627STACK[AI0] Sync took 0.4008824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:47:627STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:47:944STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000050C, [Empire0], system guid: 1383, contruction guid: 2080, resource name : EmpireMoney, buyout cost: 3085.839

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:47:945STACKThe construction 2080 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:48:444STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:50:645STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:50:660STACKGameServerState_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()

08:34:50:760STACKGameServerState_Turn_AI_Sync

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

08:34:50:876STACKGameServerState_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()

08:34:51:046STACK[AI0] Sync took 0.4023828 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:51:046STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:51:427STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000050D, [Empire0], system guid: 1409, contruction guid: 2076, resource name : EmpireMoney, buyout cost: 3085.839

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:51:428STACKThe construction 2076 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:34:51:844STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:54:064STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:54:077STACKGameServerState_Turn_AI_PrepareSync

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

08:34:54:178STACKGameServerState_Turn_AI_Sync

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

08:34:54:329STACKGameServerState_Turn_Main

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

08:34:54:460STACK[AI0] Sync took 0.4008357 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:54:460STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:55:261STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:57:461STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:57:478STACKGameServerState_Turn_AI_PrepareSync

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

08:34:57:577STACKGameServerState_Turn_AI_Sync

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

08:34:57:677STACKGameServerState_Turn_Main

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

08:34:57:863STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:57:863STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:34:58:663STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:00:877STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:00:893STACKGameServerState_Turn_AI_PrepareSync

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

08:35:00:997STACKGameServerState_Turn_AI_Sync

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

08:35:01:110STACKGameServerState_Turn_Main

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

08:35:01:278STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:01:278STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:02:078STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:04:277STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:04:293STACKGameServerState_Turn_AI_PrepareSync

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

08:35:04:400STACKGameServerState_Turn_AI_Sync

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

08:35:04:520STACKGameServerState_Turn_Main

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

08:35:04:694STACK[AI0] Sync took 0.4034056 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:04:694STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:05:494STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:07:694STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:07:710STACKGameServerState_Turn_AI_PrepareSync

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

08:35:07:811STACKGameServerState_Turn_AI_Sync

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

08:35:07:928STACKGameServerState_Turn_Main

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

08:35:08:094STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:08:094STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:09:245STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:11:445STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:11:479STACKGameServerState_Turn_AI_PrepareSync

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

08:35:11:579STACKGameServerState_Turn_AI_Sync

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

08:35:11:712STACKGameServerState_Turn_Main

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

08:35:11:879STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:11:879STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:12:663STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:14:919STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:14:945STACKGameServerState_Turn_AI_PrepareSync

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

08:35:15:098STACKGameServerState_Turn_AI_Sync

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

08:35:15:323STACKGameServerState_Turn_Main

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

08:35:15:532STACK[AI0] Sync took 0.6230923 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:15:533STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:16:483STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:17:782STACKGameClientState_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()

08:35:17:812STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:17:996STACK[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()

08:35:18:029STACKGameServerState_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()

08:35:18:029STACK[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()

08:35:18:079STACK[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()

08:35:18:199STACKGameClientState_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()

08:35:18:262STACKGameServerState_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()

08:35:18:262STACK[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()

08:35:18:278STACKGameClientState_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()

08:35:18:295STACKGameClientState_Turn_ElectionsFinished

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

08:35:18:346STACKGameServerState_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()

08:35:20:729STACKGameServerState_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()

08:35:20:729STACKGameClientState_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()

08:35:21:012STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.32 Politics03 = 0.17 Politics04 = 0.08 Politics05 = 0.04 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 741.00

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()

08:35:21:096STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.52 Politics02 = 0.10 Politics03 = 0.04 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 42.00

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()

08:35:23:868STACKGameClientState_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()

08:35:23:868STACK[ChatMessage] RECV: l:/_turn/38 (from 0x12a7ea9).

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()

08:35:24:013STACKGameServerState_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()

08:35:24:146STACKGameServerState_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()

08:35:24:162STACKGameClientState_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()

08:35:24:179STACKGameClientState_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()

08:35:24:179STACKGameClientState_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()

08:35:24:179STACKOrder 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()

08:35:24:214STACKSynchronization 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()

08:35:24:214STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:35:24:989STACKGameServerState_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()

08:35:24:989STACK[ChatMessage] RECV: l:/_turn/38 (from 0x12a7ea9).

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()

08:35:25:035STACKGameServerState_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()

08:35:25:035STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:25:035STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:35:25:061STACKGameServerState_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()

08:35:25:745STACKGameServerState_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()

08:35:25:745STACK[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()

08:35:25:861STACK[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()

08:35:26:146STACKEnd 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()

08:35:26:146STACK[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()

08:35:26:162STACKGameClientState_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()

08:35:26:245STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:26:245STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:29:370STACKGameClientState_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()

08:35:29:658STACKGameServerState_Turn_Main

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

08:35:29:658STACK[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()

08:35:29:900STACK[Order] OrderSwapColonizedStarSystemOwner::DepartmentOfTheInterior/OrderSwapColonizedStarSystemOwner#00000520, [Empire6], InfluencedColonizedStarSystemGUID: 707, NewOwnerEmpireIndex: 0, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: True

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:900STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:900STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:900STACKThe colonized planet 'ColonizedPlanet#708' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:900STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #6, context: 'ColonizedStarSystem#707'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACK[Colo] [Empire#6] System Rath (707) Removed.

DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:UnbindStarSystem(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:29:901STACK[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()

08:35:29:958STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000521, Ticket: 000003E8

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()

08:35:29:958STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:30:009STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000522, Ticket: 000003E9

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()

08:35:30:074STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000523, Ticket: 000003EA

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()

08:35:30:114STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000524, Ticket: 000003EB

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()

08:35:35:479STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000598, Ticket: 0000045C, [Empire1], system guid: 692, contruction guid: 2016, resource name : EmpireEmpirePoint, buyout cost: 190.3745

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:35:479STACKThe construction 2016 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:35:555STACKGameServerState_Turn_AI_PrepareSync

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

08:35:40:763STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#0000060A, Ticket: 000004CB, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:40:764STACKTrying to add an available ship design with a revision lower than the currently stored model. Operation aborted.

DepartmentOfDefense:AddShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:40:914STACKGameServerState_Turn_AI_Sync

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

08:35:41:095STACKGameServerState_Turn_Main

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

08:35:41:200STACK[AI0] Sync took 11.2360949 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:41:200STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:41:279STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060E, [Empire20], 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()

08:35:41:328STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060F, [Empire21], Entity index: 6770

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:396STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000610, [Empire21], Entity index: 6768

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:429STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000611, [Empire21], Entity index: 6761

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:479STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000612, [Empire21], Entity index: 6756

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:535STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000613, [Empire21], Entity index: 6755

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:579STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000614, [Empire21], Entity index: 6753

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:671STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000615, [Empire21], Entity index: 6752

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:715STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000616, [Empire21], Entity index: 6750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:747STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000617, [Empire21], Entity index: 6749

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:795STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000618, [Empire21], Entity index: 6746

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:846STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000619, [Empire21], Entity index: 6743

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:932STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061A, [Empire21], Entity index: 6736

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:41:962STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061B, [Empire21], Entity index: 6735

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:008STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061C, [Empire21], Entity index: 6731

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:062STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061D, [Empire21], Entity index: 6728

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:096STACK[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()

08:35:42:112STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061E, [Empire21], Entity index: 6727

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:145STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000061F, [Empire21], Entity index: 6726

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:245STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000620, [Empire21], Entity index: 6723

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:295STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000621, [Empire21], Entity index: 6722

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:329STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000622, [Empire21], Entity index: 6721

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:379STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000623, [Empire21], Entity index: 6717

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:429STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000624, [Empire21], Entity index: 6715

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:478STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000625, [Empire21], Entity index: 6713

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:544STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000626, [Empire21], Entity index: 6712

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:604STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000627, [Empire21], Entity index: 6711

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:666STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000628, [Empire21], Entity index: 6710

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:713STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000629, [Empire21], Entity index: 6707

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:745STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062A, [Empire21], Entity index: 6706

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:819STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062B, [Empire21], Entity index: 6705

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:861STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062C, [Empire21], Entity index: 6704

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:913STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062D, [Empire21], Entity index: 6702

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:963STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062E, [Empire21], Entity index: 6700

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:42:995STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062F, [Empire21], Entity index: 6699

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:061STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000630, [Empire21], Entity index: 6697

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:095STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000631, [Empire21], Entity index: 6692

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:150STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000632, [Empire21], Entity index: 6687

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:254STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000633, [Empire21], Entity index: 6686

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:285STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000634, [Empire21], Entity index: 6675

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:329STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000635, [Empire21], Entity index: 6664

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:35:43:533STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestCompletedNotificationWindow:SetupPanel()
QuestCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:35:44:297STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:44:319STACKGameServerState_Turn_AI_PrepareSync

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

08:35:44:446STACKGameServerState_Turn_AI_Sync

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

08:35:44:664STACKGameServerState_Turn_Main

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

08:35:44:797STACK[AI0] Sync took 0.5009761 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:44:797STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:45:829STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:48:032STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:48:054STACKGameServerState_Turn_AI_PrepareSync

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

08:35:48:195STACKGameServerState_Turn_AI_Sync

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

08:35:48:396STACKGameServerState_Turn_Main

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

08:35:48:517STACK[AI0] Sync took 0.5009759 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:48:517STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:48:961STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:35:49:327STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:51:529STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:51:560STACKGameServerState_Turn_AI_PrepareSync

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

08:35:51:663STACKGameServerState_Turn_AI_Sync

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

08:35:51:812STACKGameServerState_Turn_Main

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

08:35:52:377STACK[AI0] Sync took 0.5034788 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:52:377STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:52:801STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:35:53:262STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:55:460STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:55:477STACKGameServerState_Turn_AI_PrepareSync

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

08:35:55:577STACKGameServerState_Turn_AI_Sync

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

08:35:55:661STACKGameServerState_Turn_Main

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

08:35:55:677STACKGameServerState_Turn_AI_PrepareSync

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

08:35:55:778STACKGameServerState_Turn_AI_Sync

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

08:35:55:844STACKGameServerState_Turn_Main

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

08:35:55:960STACK[AI0] Sync took 0.5010188 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:55:960STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:56:762STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:58:977STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:58:994STACKGameServerState_Turn_AI_PrepareSync

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

08:35:59:095STACKGameServerState_Turn_AI_Sync

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

08:35:59:211STACKGameServerState_Turn_Main

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

08:35:59:379STACK[AI0] Sync took 0.4018822 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:35:59:379STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:00:177STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:02:377STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:02:394STACKGameServerState_Turn_AI_PrepareSync

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

08:36:02:496STACKGameServerState_Turn_AI_Sync

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

08:36:02:627STACKGameServerState_Turn_Main

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

08:36:02:778STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:02:778STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:03:577STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:05:794STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:05:810STACKGameServerState_Turn_AI_PrepareSync

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

08:36:05:928STACKGameServerState_Turn_AI_Sync

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

08:36:06:039STACKGameServerState_Turn_Main

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

08:36:06:195STACK[AI0] Sync took 0.4015417 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:06:195STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:06:994STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:09:212STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:09:228STACKGameServerState_Turn_AI_PrepareSync

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

08:36:09:345STACKGameServerState_Turn_AI_Sync

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

08:36:09:462STACKGameServerState_Turn_Main

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

08:36:09:611STACK[AI0] Sync took 0.4043887 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:09:611STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:10:412STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:12:627STACK[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()

08:36:12:644STACKGameServerState_Turn_AI_PrepareSync

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

08:36:12:744STACKGameServerState_Turn_AI_Sync

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

08:36:12:861STACKGameServerState_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()

08:36:13:027STACK[AI0] Sync took 0.4023825 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:13:027STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:13:828STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:16:028STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:16:044STACKGameServerState_Turn_AI_PrepareSync

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

08:36:16:160STACKGameServerState_Turn_AI_Sync

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

08:36:16:277STACKGameServerState_Turn_Main

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

08:36:16:444STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:16:444STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:17:244STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:19:445STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:19:461STACKGameServerState_Turn_AI_PrepareSync

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

08:36:19:560STACKGameServerState_Turn_AI_Sync

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

08:36:19:678STACKGameServerState_Turn_Main

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

08:36:19:845STACK[AI0] Sync took 0.401788 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:19:845STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:20:644STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:22:861STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:22:878STACKGameServerState_Turn_AI_PrepareSync

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

08:36:22:978STACKGameServerState_Turn_AI_Sync

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

08:36:23:094STACKGameServerState_Turn_Main

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

08:36:23:261STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:23:261STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:24:061STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:26:264STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:26:281STACKGameServerState_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()

08:36:26:378STACKGameServerState_Turn_AI_Sync

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

08:36:26:495STACKGameServerState_Turn_Main

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

08:36:26:925STACK[AI0] Sync took 0.4013821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:26:925STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:27:727STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:29:928STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:29:945STACKGameServerState_Turn_AI_PrepareSync

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

08:36:30:044STACKGameServerState_Turn_AI_Sync

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

08:36:30:161STACKGameServerState_Turn_Main

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

08:36:30:211STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000680, [Empire0], system guid: 1638, contruction guid: 2092, resource name : EmpireMoney, buyout cost: 1272.497

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:30:211STACKThe construction 2092 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:30:345STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:30:345STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:31:147STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:33:346STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:33:361STACKGameServerState_Turn_AI_PrepareSync

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

08:36:33:486STACKGameServerState_Turn_AI_Sync

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

08:36:33:611STACKGameServerState_Turn_Main

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

08:36:33:745STACK[AI0] Sync took 0.4008802 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:33:745STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:34:545STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:36:745STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:36:761STACKGameServerState_Turn_AI_PrepareSync

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

08:36:36:861STACKGameServerState_Turn_AI_Sync

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

08:36:36:995STACKGameServerState_Turn_Main

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

08:36:37:145STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:37:145STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:37:946STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:38:529STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000688, [Empire0], system guid: 1638, contruction guid: 2112, resource name : EmpireMoney, buyout cost: 3088.68

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:38:778STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000689, [Empire0], system guid: 1638, contruction guid: 2110, resource name : EmpireMoney, buyout cost: 1196.418

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:38:912STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000068A, [Empire0], system guid: 1638, contruction guid: 2108, resource name : EmpireMoney, buyout cost: 2863.255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:39:078STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000068B, [Empire0], system guid: 1638, contruction guid: 2106, resource name : EmpireMoney, buyout cost: 2863.255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:39:228STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000068C, [Empire0], system guid: 1638, contruction guid: 2104, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:39:361STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000068D, [Empire0], system guid: 1638, contruction guid: 2102, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:39:511STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000068E, [Empire0], system guid: 1638, contruction guid: 2100, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:40:161STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:40:178STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:40:277STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:40:379STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:40:562STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:40:562STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:41:362STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:43:562STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:43:592STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:43:688STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:43:812STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:43:964STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:43:964STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:44:761STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:46:962STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:46:978STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:47:078STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:47:211STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:47:362STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:47:362STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:48:180STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:50:378STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:50:395STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:461STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000697, [Empire0], system guid: 1495, contruction guid: 2126, resource name : EmpireMoney, buyout cost: 3088.68

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:578STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:711STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:729STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000698, [Empire0], system guid: 1495, contruction guid: 2124, resource name : EmpireMoney, buyout cost: 1196.418

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:778STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000699, [Empire0], system guid: 1495, contruction guid: 2122, resource name : EmpireMoney, buyout cost: 2863.255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:50:878STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:50:878STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:50:945STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000069A, [Empire0], system guid: 1495, contruction guid: 2120, resource name : EmpireMoney, buyout cost: 2863.255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:51:061STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000069B, [Empire0], system guid: 1495, contruction guid: 2118, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:51:212STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000069C, [Empire0], system guid: 1495, contruction guid: 2116, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:51:362STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000069D, [Empire0], system guid: 1495, contruction guid: 2114, resource name : EmpireMoney, buyout cost: 2249.734

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:51:512STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000069E, [Empire0], system guid: 1495, contruction guid: 2090, resource name : EmpireMoney, buyout cost: 1272.497

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:51:678STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:53:878STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:53:895STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:53:995STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:54:112STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:54:128STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#0000069F, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:54:292STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:54:292STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:55:082STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:57:300STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:57:316STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:57:414STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:57:763STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:36:58:014STACK[AI0] Sync took 0.7216868 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:58:014STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:36:58:830STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:01:031STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:01:047STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:01:149STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:01:265STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:01:447STACK[AI0] Sync took 0.4153953 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:01:447STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:02:363STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:04:563STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:04:581STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:04:680STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:04:797STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:04:981STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:04:981STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:05:780STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:07:980STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:07:997STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:08:097STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:08:230STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:08:380STACK[AI0] Sync took 0.400918 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:08:380STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:09:198STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:11:396STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:11:414STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:11:512STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:11:629STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:11:796STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:11:796STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:12:597STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:14:797STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:14:830STACKGameServerState_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()

08:37:15:013STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:15:146STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:15:296STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:15:296STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:16:113STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:18:313STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:18:329STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:18:429STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:18:545STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:18:711STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:18:711STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:19:412STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:21:613STACK[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()

08:37:21:630STACKGameServerState_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()

08:37:21:729STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:21:846STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:22:013STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:22:013STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:22:812STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:25:029STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:25:046STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:25:147STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:25:279STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:25:430STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:25:430STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:26:230STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:28:428STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:28:445STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:28:545STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:28:678STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:28:829STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:28:829STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:29:896STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:32:091STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:32:113STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:32:262STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:32:410STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:32:594STACK[AI0] Sync took 0.5014772 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:32:594STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:33:183STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:33:283STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:33:320STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:33:410STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:34:346STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:34:394STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:34:447STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:37:35:602STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:35:614STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:35:718STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:35:840STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:36:002STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:36:002STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:36:814STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:39:019STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:39:030STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:39:139STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:39:248STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:39:414STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:39:414STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:40:235STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:42:434STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:42:463STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:42:568STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:42:724STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:42:829STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:42:829STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:43:629STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:45:828STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:45:850STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:45:951STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:46:045STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:46:234STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:46:234STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:47:034STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:49:234STACK[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()

08:37:49:250STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:49:347STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:49:485STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:49:651STACK[AI0] Sync took 0.4008799 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:49:651STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:50:450STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:52:652STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:52:669STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:52:763STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:52:879STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:53:046STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:53:046STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:53:847STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:56:070STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:56:085STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:56:200STACKGameServerState_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()

08:37:56:370STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:56:564STACK[AI0] Sync took 0.5029784 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:56:564STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:57:367STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:59:490STACKAudio bank B_VENETIAN_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:59:491STACKAudio bank B_VENETIAN_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:59:491STACKAudio bank B_VENETIAN_ENGINE_Small has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:59:577STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:37:59:593STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:37:59:693STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:00:144STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:00:294STACK[AI0] Sync took 0.7206851 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:00:294STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:01:094STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:02:998STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:03:030STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:03:086STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:03:305STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:03:319STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:03:419STACKGameServerState_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()

08:38:03:555STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:03:700STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:03:700STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:04:499STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:04:552STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:04:570STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:04:603STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:04:657STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:05:104STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:05:118STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:05:155STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:05:212STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:06:586STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:06:618STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:06:665STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:06:701STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:06:721STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:06:855STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:07:013STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:07:109STACK[AI0] Sync took 0.4038848 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:07:109STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:07:193STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:209STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:255STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:317STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:721STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:740STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:758STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:759STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:07:908STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:08:754STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:08:773STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:08:805STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:08:857STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:38:10:115STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:10:134STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:10:271STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:10:408STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:10:525STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:10:525STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:11:347STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:13:529STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:13:546STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:13:733STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:13:979STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:14:030STACK[AI0] Sync took 0.5009768 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:14:030STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:14:830STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:17:032STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:17:047STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:17:148STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:17:296STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:17:431STACK[AI0] Sync took 0.4008808 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:17:431STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:18:230STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:20:447STACK[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()

08:38:20:481STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:20:663STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:20:862STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:20:946STACK[AI0] Sync took 0.5014772 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:20:946STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:21:746STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:23:212STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000006AA, [Empire0], system guid: 1383, contruction guid: 2135, resource name : EmpireMoney, buyout cost: 2998.137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:23:361STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000006AB, [Empire0], system guid: 1383, contruction guid: 2133, resource name : EmpireMoney, buyout cost: 2998.137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:23:512STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000006AC, [Empire0], system guid: 1383, contruction guid: 2131, resource name : EmpireMoney, buyout cost: 2998.137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:23:945STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:23:963STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:24:063STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:24:212STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:24:346STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:24:346STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:25:413STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:27:632STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:27:667STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:27:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:28:066STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:28:114STACK[AI0] Sync took 0.5019778 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:28:114STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:28:833STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:31:047STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:31:080STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:31:263STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:31:480STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:31:630STACK[AI0] Sync took 0.601071 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:31:630STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:31:979STACKGameClientState_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()

08:38:32:013STACK[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()

08:38:32:530STACK[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()

08:38:32:579STACKGameServerState_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()

08:38:32:580STACK[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()

08:38:32:630STACK[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()

08:38:32:746STACKGameClientState_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()

08:38:32:796STACKGameServerState_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()

08:38:32:796STACK[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()

08:38:32:813STACKGameClientState_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()

08:38:32:846STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:32:896STACKGameServerState_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()

08:38:36:366STACKGameServerState_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()

08:38:36:366STACKGameClientState_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()

08:38:37:115STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.28 Politics03 = 0.19 Politics04 = 0.11 Politics05 = 0.05 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 821.00

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()

08:38:37:182STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.43 Politics02 = 0.05 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.39 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()

08:38:41:633STACKGameClientState_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()

08:38:41:633STACK[ChatMessage] RECV: l:/_turn/39 (from 0x12a7ea9).

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()

08:38:41:882STACKGameServerState_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()

08:38:42:049STACKGameServerState_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()

08:38:42:084STACKGameClientState_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()

08:38:42:119STACKGameClientState_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()

08:38:42:119STACKGameClientState_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()

08:38:42:119STACKOrder 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()

08:38:42:183STACKSynchronization 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()

08:38:42:183STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:38:42:994STACKGameServerState_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()

08:38:42:994STACK[ChatMessage] RECV: l:/_turn/39 (from 0x12a7ea9).

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()

08:38:43:004STACKGameServerState_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()

08:38:43:004STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:43:004STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:38:43:015STACKGameServerState_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()

08:38:43:374STACKTrying 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()

08:38:43:417STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000006B3, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -735

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()

08:38:43:566STACKGameServerState_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()

08:38:43:566STACK[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()

08:38:43:667STACK[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()

08:38:44:083STACK[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()

08:38:44:116STACKEnd 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()

08:38:44:150STACKGameClientState_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()

08:38:44:203STACK[AI0] Sync took 0.5270012 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:44:203STACK[AI0] Empire1 : Can't find ContextGuid 707 for BlackboardMessage, so we delete the message

Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayer:NewTurnStarted()
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:44:203STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:48:602STACKGameClientState_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()

08:38:48:683STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:48:683STACK[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()

08:38:48:715STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000006B5, Ticket: 0000051A

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()

08:38:48:783STACK[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()

08:38:48:983STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:38:54:847STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:38:59:729STACKCancelling actions on Fydis (435) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:363STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:597STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:747STACK[AI0] Sync took 11.7712383 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:00:747STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:00:814STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079C, [Empire21], Entity index: 7052

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:863STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079D, [Empire21], Entity index: 7051

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:931STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079E, [Empire21], Entity index: 7050

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:00:998STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079F, [Empire21], Entity index: 7049

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:047STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A0, [Empire21], Entity index: 7046

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:114STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A1, [Empire21], Entity index: 7045

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:163STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A2, [Empire21], Entity index: 7043

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:196STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A3, [Empire21], Entity index: 7042

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:229STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A4, [Empire21], Entity index: 7041

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:263STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A5, [Empire21], Entity index: 7039

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:296STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A6, [Empire21], Entity index: 7037

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:330STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A7, [Empire21], Entity index: 7027

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:400STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A8, [Empire21], Entity index: 7023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:446STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007A9, [Empire21], Entity index: 7022

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:513STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AA, [Empire21], Entity index: 7016

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:547STACK[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()

08:39:01:580STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AB, [Empire21], Entity index: 7012

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:631STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AC, [Empire21], Entity index: 7008

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:698STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AD, [Empire21], Entity index: 7003

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:764STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AE, [Empire21], Entity index: 7002

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:813STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007AF, [Empire21], Entity index: 6999

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:880STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B0, [Empire21], Entity index: 6997

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:929STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B1, [Empire21], Entity index: 6996

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:01:996STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B2, [Empire21], Entity index: 6995

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:064STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B3, [Empire21], Entity index: 6994

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:114STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B4, [Empire21], Entity index: 6988

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:180STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B5, [Empire21], Entity index: 6987

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B6, [Empire21], Entity index: 6985

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:297STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B7, [Empire21], Entity index: 6980

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:363STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B8, [Empire21], Entity index: 6979

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:413STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007B9, [Empire21], Entity index: 6977

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:483STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BA, [Empire21], Entity index: 6975

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:529STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BB, [Empire21], Entity index: 6968

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:597STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BC, [Empire21], Entity index: 6967

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:663STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BD, [Empire21], Entity index: 6964

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:715STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BE, [Empire21], Entity index: 6963

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:780STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007BF, [Empire21], Entity index: 6962

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:829STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C0, [Empire21], Entity index: 6961

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:897STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C1, [Empire21], Entity index: 6960

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:02:963STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C2, [Empire21], Entity index: 6959

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:013STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C3, [Empire21], Entity index: 6958

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:093STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C4, [Empire21], Entity index: 6956

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:131STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C5, [Empire21], Entity index: 6955

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:183STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C6, [Empire21], Entity index: 6954

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:255STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007C7, [Empire21], Entity index: 6951

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:745STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:03:768STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:870STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:03:995STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:04:146STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:04:146STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:05:262STACK[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()

08:39:05:603STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:39:06:983STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:39:07:469STACK[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()

08:39:07:485STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:07:603STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:08:051STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:08:184STACK[AI0] Sync took 0.7201851 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:08:184STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:09:098STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:11:298STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:11:314STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:11:449STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:11:592STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:11:709STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:11:709STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:12:509STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:14:693STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:14:716STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:14:847STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:14:991STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:15:105STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:15:105STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:15:997STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:18:211STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:18:242STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:18:365STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:18:505STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:18:712STACK[AI0] Sync took 0.5009758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:18:712STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:19:609STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:21:813STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:21:833STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:21:951STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:22:120STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:22:212STACK[AI0] Sync took 0.4008808 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:22:212STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:23:122STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:25:334STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:25:348STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:25:469STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:25:659STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:25:737STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:25:737STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:26:630STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:28:843STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:28:861STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:28:977STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:29:135STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:29:242STACK[AI0] Sync took 0.4029009 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:29:242STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:30:163STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:32:367STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:32:389STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:32:535STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:32:695STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:32:853STACK[AI0] Sync took 0.5019784 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:32:853STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:33:978STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:35:431STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:39:36:174STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:36:200STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:36:312STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:36:469STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:36:708STACK[AI0] Sync took 0.5010144 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:36:708STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:37:481STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:39:695STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:39:713STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:39:812STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:39:863STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:39:881STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:39:996STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:40:046STACKGameServerState_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()

08:39:40:063STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:40:162STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:40:228STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:40:396STACK[AI0] Sync took 0.701833 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:40:396STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:41:314STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:43:496STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:43:512STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:43:613STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:43:729STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:43:895STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:43:896STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:44:797STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:45:463STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:39:46:596STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:39:47:013STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:47:029STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:47:129STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:47:262STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:47:413STACK[AI0] Sync took 0.4013824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:47:414STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:48:206STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:39:48:313STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:50:513STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:50:530STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:50:656STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:50:772STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:50:912STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:50:912STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:51:813STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:54:030STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:54:046STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:54:151STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:54:279STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:54:435STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:54:435STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:55:329STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:56:547STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:39:56:547STACKCan't find the element 'HeroSkillSenatorBranchVenetians' in database of simulation descriptors.

Amplitude.Unity.Simulation.SimulationDescriptorReference:GetSimulationDescriptorsFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroSkillDefinition+HeroSkillLevelDefinition:get_SenateDescriptors()
GuiHeroSkill:GetDescriptorSet(System.Reflection.ParameterInfo)
PanelFeatureEffectsSets:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureSkillEffectsSets:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:39:57:526STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:57:546STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:57:645STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:57:762STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:39:58:241STACK[AI0] Sync took 0.4008817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:58:241STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:39:59:250STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:01:229STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:40:01:446STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:01:463STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:01:562STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:01:613STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:40:01:680STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:01:846STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:01:846STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:02:497STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:40:02:764STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:04:962STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:04:986STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:05:079STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:05:205STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:05:363STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:05:363STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:06:262STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:07:047STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:40:08:479STACK[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()

08:40:08:496STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:08:596STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:08:662STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:08:680STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:08:779STACKGameServerState_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()

08:40:08:861STACKGameServerState_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()

08:40:08:979STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:08:979STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:09:879STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:10:349STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:40:12:078STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:12:096STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:12:194STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:12:313STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:12:479STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:12:479STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:13:279STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:15:496STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:15:512STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:15:611STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:15:729STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:15:895STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:15:896STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:16:796STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:17:610STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:40:18:855STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:40:18:999STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:19:023STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:19:156STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:19:630STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:19:757STACK[AI0] Sync took 0.7552689 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:19:757STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:20:667STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:22:861STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:22:882STACKGameServerState_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()

08:40:22:980STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:23:127STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:23:278STACK[AI0] Sync took 0.4023837 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:23:278STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:24:174STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:26:377STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:26:392STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:26:490STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:26:625STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:26:776STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:26:776STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:27:689STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:29:896STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:29:913STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:30:022STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:30:161STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:30:295STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:30:295STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:31:191STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:33:407STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:33:423STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:33:521STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:33:652STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:33:907STACK[AI0] Sync took 0.5009758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:33:907STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:34:805STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:37:006STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:37:021STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:37:124STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:37:266STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:37:405STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:37:405STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:38:308STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:40:522STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:40:548STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:40:657STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:41:099STACKGameServerState_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()

08:40:41:283STACK[AI0] Sync took 0.7537172 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:41:283STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:42:178STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:44:391STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:44:407STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:44:508STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:44:607STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:44:789STACK[AI0] Sync took 0.4003803 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:44:790STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:45:689STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:47:894STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:47:908STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:48:024STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:48:167STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:48:289STACK[AI0] Sync took 0.401882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:48:289STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:49:192STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:49:782STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:40:51:403STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:51:421STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:51:523STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:51:662STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:51:805STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:51:805STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:52:700STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:54:912STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:54:929STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:55:029STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:55:146STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:55:314STACK[AI0] Sync took 0.4018822 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:55:314STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:56:213STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:58:413STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:58:429STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:58:549STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:58:663STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:40:58:813STACK[AI0] Sync took 0.4014025 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:40:58:813STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:00:013STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:02:212STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:02:229STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:02:330STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:02:446STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:02:614STACK[AI0] Sync took 0.4023841 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:02:614STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:03:513STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:05:729STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:05:746STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:05:846STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:05:966STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:06:129STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:06:129STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:07:030STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:09:230STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:09:247STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:09:348STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:09:463STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:09:531STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:41:09:629STACK[AI0] Sync took 0.4003809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:09:629STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:10:546STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:12:747STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:12:762STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:12:863STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:12:996STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:13:162STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:13:162STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:14:046STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:16:247STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:16:281STACKGameServerState_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()

08:41:16:463STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:16:663STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:16:697STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000819, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:16:764STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:16:764STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:17:665STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:19:869STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:19:888STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:20:003STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:20:413STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:20:616STACK[AI0] Sync took 0.7562194 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:20:616STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:20:758STACKEntering 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()

08:41:20:886STACKEntering 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()

08:41:20:913STACKEntering 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()

08:41:21:512STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:22:050STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000825, [Empire0], ShipGUIDs: 2132 , Position: NodeIndex:55, FleetGUID: 2147

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()

08:41:22:051STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:23:438STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000826, [Empire0], ShipGUIDs: 2134 , Position: NodeIndex:55, FleetGUID: 2148

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()

08:41:23:438STACKTrying 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()

08:41:23:714STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:23:730STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:23:829STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:23:996STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:24:129STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:24:129STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:24:710STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000827, [Empire0], ShipGUIDs: 2136 , Position: NodeIndex:55, FleetGUID: 2149

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()

08:41:24:710STACKTrying 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()

08:41:25:130STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:27:331STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:27:365STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:27:465STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:27:596STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:27:731STACK[AI0] Sync took 0.4008803 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:27:731STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:28:830STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:31:049STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:31:065STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:31:215STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:31:347STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:31:531STACK[AI0] Sync took 0.5009809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:31:531STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:32:465STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:34:647STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:34:664STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:34:764STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:34:880STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:35:048STACK[AI0] Sync took 0.4008808 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:35:048STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:36:214STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:38:414STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:38:431STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:38:530STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:38:647STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:38:817STACK[AI0] Sync took 0.4013814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:38:817STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:39:730STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:41:930STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:41:947STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:42:049STACKGameServerState_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()

08:41:42:186STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:42:333STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:42:333STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:43:232STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:45:458STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:45:476STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:45:591STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:45:732STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:45:832STACK[AI0] Sync took 0.4008619 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:45:832STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:46:732STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:48:948STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:48:964STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:49:064STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:49:164STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:49:347STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:49:347STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:50:248STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:52:446STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:52:466STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:52:606STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:52:732STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:52:941STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:52:941STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:54:316STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:56:517STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:56:532STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:56:631STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:56:698STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:56:781STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:56:880STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:56:981STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:41:57:115STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:57:115STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:41:58:014STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:00:214STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:00:231STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:00:332STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:00:473STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:00:633STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:00:633STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:01:531STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:03:732STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:03:748STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:03:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:03:965STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:04:132STACK[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()

08:42:04:132STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:05:031STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:07:231STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:07:249STACKGameServerState_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()

08:42:07:348STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:07:482STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:07:632STACK[AI0] Sync took 0.4008817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:07:632STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:08:886STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:11:083STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:11:101STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:11:217STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:11:350STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:11:500STACK[AI0] Sync took 0.4229025 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:11:500STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:12:516STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:14:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:14:732STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:14:832STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:14:948STACKGameServerState_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()

08:42:15:115STACK[AI0] Sync took 0.4028831 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:15:115STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:16:131STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:18:331STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:18:347STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:18:448STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:18:598STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:18:732STACK[AI0] Sync took 0.4053852 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:18:732STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:19:647STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:21:831STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:21:847STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:21:947STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:22:080STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:22:246STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:22:247STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:23:149STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:25:364STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:25:380STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:25:480STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:25:881STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:25:997STACK[AI0] Sync took 0.6441134 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:25:997STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:26:998STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:29:215STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:29:248STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:29:415STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:29:632STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:29:816STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:29:816STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:30:682STACKBegin encounter simulation ignition 62898

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()

08:42:30:989STACKEnd encounter simulation ignition 62900

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()

08:42:30:989STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:31:031STACKEntering 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()

08:42:31:215STACKEntering 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()

08:42:31:215STACKEntering 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()

08:42:31:319STACKEntering 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()

08:42:31:665STACKEntering 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()

08:42:31:698STACKEntering 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()

08:42:31:698STACKEntering 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()

08:42:31:816STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:32:014STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:32:048STACKEntering 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()

08:42:32:048STACKEntering 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()

08:42:32:097STACKEntering 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()

08:42:32:097STACKEntering 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()

08:42:32:247STACKEntering 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()

08:42:32:247STACKEntering 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()

08:42:32:366STACKEntering 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()

08:42:32:481STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#0000084D, [Empire0], ShipsGUID: 1648

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator182:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:33:198STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:33:236STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:33:414STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:33:632STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:33:715STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:33:715STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:34:723STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:36:766STACKThe wrapper simulation object is not initialized or released.

Amplitude.Unity.Simulation.SimulationObjectWrapper:GetTags()
Ship:get_IsMercenary()
GuiBattleShip:get_IsMercenary()
BattleShipItem:Refresh()
BattleShipItem:Bind(System.Reflection.ParameterInfo)
FlotillaLine:BindBattleShipItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FlotillaLine:Bind(System.Reflection.ParameterInfo)
BattleFlotillasPanel:BindFlotillaLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleFlotillasPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
BattleFlotillasPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
PlayerBattleGroupReportPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
BattleGroupReportPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
BattleReportNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
NotificationItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:42:36:785STACKThe wrapper simulation object is not initialized or released.

Amplitude.Unity.Simulation.SimulationObjectWrapper:GetTags()
Ship:get_IsMercenary()
GuiBattleShip:get_IsMercenary()
BattleShipItem:Refresh()
BattleShipItem:Bind(System.Reflection.ParameterInfo)
FlotillaLine:BindBattleShipItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FlotillaLine:Bind(System.Reflection.ParameterInfo)
BattleFlotillasPanel:BindFlotillaLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleFlotillasPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
BattleFlotillasPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
PlayerBattleGroupReportPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
BattleReportNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:42:36:899STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:36:932STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:37:115STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:37:315STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:37:422STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:37:422STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:38:317STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:40:498STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:40:514STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:40:614STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:40:731STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:40:914STACK[AI0] Sync took 0.4013826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:40:914STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:41:914STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:44:115STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:44:148STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:44:247STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:44:347STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:44:514STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:44:514STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:45:732STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:47:968STACK[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()

08:42:48:000STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:48:168STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:48:417STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:48:568STACK[AI0] Sync took 0.601072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:48:568STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:49:677STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:51:865STACK[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()

08:42:51:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:52:066STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:42:52:282STACKGameServerState_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()

08:42:52:347STACK[AI0] Sync took 0.5019781 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:52:348STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:53:249STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:42:54:661STACKGameClientState_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()

08:42:54:681STACK[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()

08:42:54:865STACK[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()

08:42:54:897STACKGameServerState_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()

08:42:54:897STACK[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()

08:42:54:948STACK[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()

08:42:55:048STACKGameClientState_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()

08:42:55:098STACKDisposing ServerEncounter 2146

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()

08:42:55:098STACKGameServerState_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()

08:42:55:098STACK[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()

08:42:55:169STACKGameClientState_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()

08:42:55:203STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000084E, Ticket: 0000066F

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()

08:42:59:298STACK[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()

08:43:48:081STACK[Elect] Empire#0: Selected action 'ElectionActionRepublic02' on 'Politics02'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
ElectionBeforePanel:OnNextStepCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:43:48:097STACKOrderApplyElectionAction ElectionActionName: ElectionActionRepublic02

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:114STACK[rseed] 689

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:132STACK[rseed] 1407

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:133STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000850, Ticket: 00000671

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()

08:43:48:148STACK[rseed] 1409

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:181STACK[rseed] 1137

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:181STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000851, Ticket: 00000672

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()

08:43:48:197STACK[rseed] 1383

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:215STACK[rseed] 1857

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:231STACK[rseed] 1495

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:247STACK[rseed] 1638

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:43:48:264STACK[rseed] 2086

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:05:071STACK[Election] CANDIDATES [0] Politics02 0.7692308 20 [1] Politics06 0.1538462 4 REP_VOTES Ainae Politics03 Rhea Politics06 Rhea Politics06 Rhea Politics06 Rath Politics06 Rhea Politics02 Rhea Politics02 Rhea Politics02 Rhea Politics02 Rhea Politics02 Rhea Politics02 Canis Politics02 Canis Politics02 Gistrad Politics02 Gistrad Politics02 Gistrad Politics02 Ainae Politics02 Kurhah Politics02 Kurhah Politics02 Kurhah Politics02 Kurhah Politics02 Maial Politics02 Maial Politics02 Sirius Politics02 Jeia Politics02 Rhea Politics04

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:582STACK[Elect] Empire#1: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:582STACK[Elect] Empire#1: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:618STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:649STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:650STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:650STACK[rseed] 692

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:666STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:666STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:666STACK[rseed] 1127

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:699STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:699STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:699STACK[rseed] 1398

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:803STACK[Election] CANDIDATES [0] Politics01 0.6666667 8 [1] Politics06 0.3333333 4 REP_VOTES Horolium Politics01 Horolium Politics01 Giazar Politics01 Giazar Politics01 Giazar Politics01 Giazar Politics01 Edasir Politics01 Edasir Politics01 Horolium Politics06 Horolium Politics06 Edasir Politics06 Edasir Politics06

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:881STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:12:931STACKGameServerState_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()

08:44:15:018STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:018STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:018STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:019STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
ShipSection:Load(System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:020STACKCannot 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)
Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ship:Load()
TradableShip:Load()
GameClient+c__Iterator439:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:15:107STACKGameServerState_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()

08:44:15:107STACKGameClientState_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()

08:44:15:453STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.27 Politics03 = 0.21 Politics04 = 0.10 Politics05 = 0.05 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 831.50

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()

08:44:15:517STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.45 Politics02 = 0.06 Politics03 = 0.08 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.38 Politics00 = 0.00 TOTAL_SCORE = 44.50

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()

08:44:15:517STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000085B, Ticket: 00000678

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()

08:44:18:049STACKGameClientState_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()

08:44:18:049STACK[ChatMessage] RECV: l:/_turn/40 (from 0x12a7ea9).

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()

08:44:18:182STACKGameServerState_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()

08:44:18:289STACKGameServerState_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()

08:44:18:298STACKGameClientState_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()

08:44:18:316STACKGameClientState_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()

08:44:18:316STACKGameClientState_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()

08:44:18:316STACKOrder 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()

08:44:18:348STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:18:348STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:44:19:000STACKGameServerState_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()

08:44:19:000STACK[ChatMessage] RECV: l:/_turn/40 (from 0x12a7ea9).

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()

08:44:19:011STACKGameServerState_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()

08:44:19:011STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:19:011STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:44:19:032STACKGameServerState_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()

08:44:19:165STACKGameServerState_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()

08:44:19:165STACK[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()

08:44:19:180STACK[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()

08:44:19:348STACK[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()

08:44:19:648STACK[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()

08:44:19:665STACKEnd 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()

08:44:19:706STACKGameClientState_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()

08:44:19:755STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:19:755STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:24:118STACKGameClientState_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()

08:44:24:198STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:24:198STACK[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()

08:44:24:232STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000860, Ticket: 00000679

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()

08:44:24:232STACK[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()

08:44:24:281STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000861, Ticket: 0000067A

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()

08:44:24:349STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000862, Ticket: 0000067B

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()

08:44:24:415STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000863, Ticket: 0000067C

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()

08:44:24:432STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:31:732STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:31:782STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000008DE, Ticket: 000006EF

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()

08:44:31:876STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000008DF, Ticket: 000006F0

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()

08:44:37:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:050STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:200STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000956, [Empire20], 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()

08:44:38:249STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000957, [Empire21], Entity index: 7348

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:269STACK[AI0] Sync took 13.8246034 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:38:269STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:38:283STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000958, [Empire21], Entity index: 7342

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:316STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000959, [Empire21], Entity index: 7341

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:349STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095A, [Empire21], Entity index: 7335

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:382STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095B, [Empire21], Entity index: 7334

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:416STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095C, [Empire21], Entity index: 7333

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:449STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095D, [Empire21], Entity index: 7332

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:482STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095E, [Empire21], Entity index: 7329

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:549STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000095F, [Empire21], Entity index: 7325

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:616STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000960, [Empire21], Entity index: 7324

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:666STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000961, [Empire21], Entity index: 7323

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:732STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000962, [Empire21], Entity index: 7321

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:787STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000963, [Empire21], Entity index: 7320

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:849STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000964, [Empire21], Entity index: 7319

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:916STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000965, [Empire21], Entity index: 7317

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:38:970STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000966, [Empire21], Entity index: 7316

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:034STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000967, [Empire21], Entity index: 7313

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:082STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000968, [Empire21], Entity index: 7311

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:149STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000969, [Empire21], Entity index: 7310

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:216STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096A, [Empire21], Entity index: 7305

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:266STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096B, [Empire21], Entity index: 7302

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:302STACK[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()

08:44:39:333STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096C, [Empire21], Entity index: 7301

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:382STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096D, [Empire21], Entity index: 7300

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:449STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096E, [Empire21], Entity index: 7298

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:516STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000096F, [Empire21], Entity index: 7297

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:567STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000970, [Empire21], Entity index: 7296

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:633STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000971, [Empire21], Entity index: 7286

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:683STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000972, [Empire21], Entity index: 7284

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:750STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000973, [Empire21], Entity index: 7279

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:816STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000974, [Empire21], Entity index: 7276

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:866STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000975, [Empire21], Entity index: 7274

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:933STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000976, [Empire21], Entity index: 7272

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:39:982STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000977, [Empire21], Entity index: 7268

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:049STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000978, [Empire21], Entity index: 7267

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:117STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000979, [Empire21], Entity index: 7266

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:167STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097A, [Empire21], Entity index: 7262

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:233STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097B, [Empire21], Entity index: 7261

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:284STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097C, [Empire21], Entity index: 7251

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:350STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097D, [Empire21], Entity index: 7250

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:40:416STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097E, [Empire21], Entity index: 7246

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:41:518STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:41:551STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:41:733STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:41:933STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:42:119STACK[AI0] Sync took 0.6010711 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:42:119STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:43:467STACK[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()

08:44:45:684STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:45:723STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:45:885STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:46:136STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:46:285STACK[AI0] Sync took 0.6015722 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:46:285STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:47:382STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:49:617STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:49:632STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:49:817STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:50:367STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:50:534STACK[AI0] Sync took 0.9196928 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:50:534STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:51:566STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:53:768STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:53:800STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:53:983STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:54:184STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:54:286STACK[AI0] Sync took 0.5039795 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:54:287STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:55:266STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:57:483STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:57:517STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:57:699STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:57:932STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:44:58:083STACK[AI0] Sync took 0.6015725 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:58:083STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:44:59:318STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:01:500STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:01:533STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:01:715STACKGameServerState_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()

08:45:01:934STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:02:016STACK[AI0] Sync took 0.5219969 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:02:016STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:03:434STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:05:633STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:05:650STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:05:833STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:06:017STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:06:233STACK[AI0] Sync took 0.601072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:06:233STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:07:249STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:07:583STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000009C7, Ticket: 000007AB, [Empire0]

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()

08:45:07:632STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000009C8, Ticket: 000007AC, [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()

08:45:07:815STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000009CB, Ticket: 000007AD

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()

08:45:09:433STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:09:448STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:09:548STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:09:698STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:09:831STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:09:832STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:10:832STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:13:047STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:13:063STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:13:163STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:13:296STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:13:446STACK[AI0] Sync took 0.401882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:13:446STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:14:446STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:16:647STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:16:663STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:16:763STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:16:897STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:17:064STACK[AI0] Sync took 0.4048853 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:17:064STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:18:430STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:20:630STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:20:647STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:20:746STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:20:896STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:21:030STACK[AI0] Sync took 0.4023828 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:21:030STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:21:260STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:21:261STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:21:261STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:21:261STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:21:261STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:21:261STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:45:22:030STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:24:247STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:24:263STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:24:363STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:24:513STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:24:652STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:24:652STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:25:747STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:27:947STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:27:968STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:28:063STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:28:189STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:28:347STACK[AI0] Sync took 0.4008832 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:28:347STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:29:680STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:31:882STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:31:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:31:998STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:32:114STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:32:280STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:32:280STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:33:282STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:35:483STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:35:497STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:35:597STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:35:731STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:35:884STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:35:884STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:36:895STACK[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()

08:45:39:097STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:39:114STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:39:213STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:39:329STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:39:496STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:39:496STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:40:896STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:43:101STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:43:112STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:43:212STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:43:330STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:43:496STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:43:496STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:44:496STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:46:713STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:46:730STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:46:829STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:46:946STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:47:113STACK[AI0] Sync took 0.4013821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:47:113STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:48:112STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:50:313STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:50:329STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:50:430STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:50:546STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:50:713STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:50:713STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:51:730STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:53:929STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:53:946STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:54:046STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:54:179STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:54:330STACK[AI0] Sync took 0.4009628 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:54:330STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:55:763STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:57:963STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:57:979STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:080STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:155STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:196STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:295STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:347STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:45:58:562STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:58:562STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:45:59:680STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:01:879STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:01:896STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:01:995STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:02:113STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:02:279STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:02:279STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:03:279STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:05:481STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:05:496STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:05:596STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:05:717STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:05:896STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:05:896STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:07:023STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:023STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:023STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:023STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:023STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:023STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:07:314STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:09:514STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:09:531STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:09:630STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:09:764STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:09:914STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:09:914STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:11:014STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:13:214STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:13:230STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:13:331STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:13:447STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:13:620STACK[AI0] Sync took 0.4033839 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:13:620STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:14:731STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:16:931STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:16:948STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:17:047STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:17:180STACKGameServerState_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()

08:46:17:331STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:17:331STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:18:731STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:20:947STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:20:964STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:21:064STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:21:197STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:21:347STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:21:347STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:22:447STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:24:648STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:24:664STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:24:771STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:24:897STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:25:047STACK[AI0] Sync took 0.400882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:25:047STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:26:147STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:28:364STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:28:381STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:28:481STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:28:897STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:29:098STACK[AI0] Sync took 0.7351995 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:29:098STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:30:197STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:32:414STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:32:431STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:32:530STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:32:647STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:32:814STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:32:814STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:33:916STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:35:799STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000009CD, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:133STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:36:167STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:500STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:700STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:733STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000009D6, [Empire0], Entity index: 635

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:799STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000009D7, [Empire0], Entity index: 630

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:828STACK[AI0] Sync took 0.7016677 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:36:828STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:36:850STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000009D8, [Empire0], Entity index: 628

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:36:917STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000009D9, [Empire0], Entity index: 581

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:38:001STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:40:228STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:40:265STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:40:509STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:40:639STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Heka I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

08:46:40:773STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:40:906STACK[AI0] Sync took 0.7011671 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:40:906STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:41:037STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Heka II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

08:46:41:169STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Heka III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

08:46:41:338STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Heka IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

08:46:41:500STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 4/Heka V

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

08:46:41:910STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:44:109STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:44:128STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:44:235STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:44:406STACKGameServerState_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()

08:46:44:508STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:44:509STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:45:515STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:47:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:47:731STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:47:731STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000009E1, Ticket: 000007BE

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()

08:46:47:865STACKGameServerState_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()

08:46:48:115STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:48:232STACK[AI0] Sync took 0.5010863 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:48:232STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:49:515STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:49:879STACKCould not find dynamic texture Bitmaps/Dynamic/Notifications/NotificationCuriosityDiscoveredLargePlanetResourceStrategic

AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NotificationCuriosityDiscovered:GetImage()
NotificationWindow:Refresh()
CuriosityDiscoveredNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:46:51:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:51:732STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:51:915STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:52:132STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:52:215STACK[AI0] Sync took 0.5009822 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:52:215STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:53:232STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:55:432STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:55:466STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:55:633STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:55:850STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:55:932STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:55:932STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:57:249STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:59:466STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:59:499STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:59:683STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:59:899STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:46:59:982STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:46:59:982STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:00:965STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:03:165STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:03:181STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:300STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:382STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:465STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:566STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:632STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:03:770STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:03:770STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:05:082STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:07:284STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:07:317STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:07:499STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:07:715STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:07:799STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:07:799STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:07:866STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000009E2, Ticket: 000007BF, [Empire0]

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()

08:47:07:915STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000009E3, Ticket: 000007C0, [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()

08:47:08:049STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000009E5, Ticket: 000007C1

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()

08:47:08:798STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:10:982STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:11:014STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:11:197STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:11:432STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:11:583STACK[AI0] Sync took 0.6010716 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:11:583STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:12:699STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:14:915STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:14:948STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:15:115STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:15:333STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:15:399STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:15:399STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:16:716STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:18:915STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:18:948STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:19:115STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:19:331STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:19:415STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:19:415STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:20:515STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:22:732STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:22:748STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:22:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:22:981STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:23:132STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:23:132STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:24:515STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:26:716STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:26:738STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:26:833STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:26:965STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:27:132STACK[AI0] Sync took 0.4013818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:27:132STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:28:233STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:30:432STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:30:449STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:30:549STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:30:665STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:30:832STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:30:832STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:32:251STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:34:466STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:34:483STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:34:582STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:34:715STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:34:866STACK[AI0] Sync took 0.4012896 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:34:866STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:35:966STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:38:166STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:38:183STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:38:283STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:38:416STACKGameServerState_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()

08:47:38:575STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:38:575STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:39:666STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:41:882STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:41:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:42:000STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:42:415STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:42:582STACK[AI0] Sync took 0.7036693 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:42:582STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:43:780STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:45:982STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:45:999STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:46:099STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:46:232STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:46:382STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:46:382STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:47:600STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:49:800STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:49:821STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:49:934STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:50:083STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:50:200STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:50:200STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:51:573STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:53:765STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:53:783STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:53:882STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:54:015STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:54:166STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:54:166STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:55:282STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:57:482STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:57:499STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:57:599STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:57:716STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:47:57:883STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:57:883STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:47:59:316STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:01:516STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:01:532STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:01:633STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:01:766STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:01:916STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:01:916STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:03:016STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:05:216STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:05:233STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:05:333STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:05:466STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:05:617STACK[AI0] Sync took 0.4013823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:05:617STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:07:084STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:09:300STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:09:316STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:09:449STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:09:583STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:09:683STACK[AI0] Sync took 0.400381 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:09:683STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:11:002STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:13:218STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:13:252STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:13:384STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:13:500STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:13:618STACK[AI0] Sync took 0.404385 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:13:618STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:15:567STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:17:768STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:17:785STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:17:884STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:18:016STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:18:185STACK[AI0] Sync took 0.4078735 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:18:185STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:19:684STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:21:918STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:21:953STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:22:135STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:22:337STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:22:520STACK[AI0] Sync took 0.6054215 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:22:520STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:24:422STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:26:601STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:26:617STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:26:717STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:26:901STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:27:051STACK[AI0] Sync took 0.4229018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:27:052STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:28:485STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:30:666STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:30:687STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:30:835STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:31:035STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:31:170STACK[AI0] Sync took 0.501477 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:31:170STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:32:485STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:34:683STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:34:701STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:34:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:35:019STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:35:450STACK[AI0] Sync took 0.4043847 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:35:450STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:36:853STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:39:069STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:39:085STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:39:253STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:39:452STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:39:584STACK[AI0] Sync took 0.5092774 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:39:584STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:40:985STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:43:204STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:43:235STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:43:418STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:43:619STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:43:803STACK[AI0] Sync took 0.6010716 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:43:803STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:45:350STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:47:566STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:47:583STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:47:682STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:47:817STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:47:965STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:47:966STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:49:173STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:51:383STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:51:399STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:51:532STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:51:717STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:51:883STACK[AI0] Sync took 0.5019778 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:51:883STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:53:500STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:55:019STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000009F9, Ticket: 000007C7

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()

08:48:55:735STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:55:749STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:55:917STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:56:249STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:56:298STACK[AI0] Sync took 0.6010731 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:56:298STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:56:583STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FA, [Empire0], context guid: 1407, contruction guid: 2169

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()

08:48:57:516STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:58:764STACK[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()

08:48:59:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:48:59:732STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:59:832STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:48:59:965STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:00:115STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:00:115STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:01:449STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FB, [Empire0], context guid: 1409, contruction guid: 2167

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()

08:49:01:566STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:02:666STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FC, [Empire0], context guid: 1495, contruction guid: 2175

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()

08:49:03:767STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:03:782STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:03:882STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FD, [Empire0], context guid: 1638, contruction guid: 2177

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()

08:49:03:982STACKGameServerState_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()

08:49:04:150STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:04:268STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:04:268STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:05:832STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:08:031STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:08:047STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:08:146STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:08:263STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:08:447STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:08:448STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:09:166STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FE, [Empire0], context guid: 1857, contruction guid: 2088

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()

08:49:09:649STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:11:766STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000009FF, [Empire0], context guid: 689, contruction guid: 2165

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()

08:49:11:848STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:11:866STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:11:965STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:12:065STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:12:248STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:12:248STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:13:416STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000A00, [Empire0], context guid: 1137, contruction guid: 2171

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()

08:49:13:782STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:14:932STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000A01, [Empire0], context guid: 1383, contruction guid: 2173

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()

08:49:15:982STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:15:999STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:16:098STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:16:231STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:16:382STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:16:382STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:17:600STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:19:798STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:19:815STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:19:927STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:19:964STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:19:980STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:20:080STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:20:182STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:20:298STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:20:298STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:21:881STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:24:094STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:24:105STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:24:199STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:24:298STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:24:482STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:24:482STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:25:782STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:27:983STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:27:999STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:28:149STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:28:266STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:28:499STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:28:500STACK[AI0] [MainState] Start decision number 76 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:30:017STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:31:949STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A03, Ticket: 000007C8

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()

08:49:31:982STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000A04, Ticket: 000007C9

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()

08:49:32:216STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:32:232STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:32:333STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:32:465STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:32:615STACK[AI0] Sync took 0.4013823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:32:615STACK[AI0] [MainState] Start decision number 77 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:33:282STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000A05, [Empire0], system guid: 689, contruction guid: 2189, resource name : EmpireMoney, buyout cost: 2769.812

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:33:282STACKThe construction 2189 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:33:916STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:35:549STACKCaching 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)

08:49:36:130STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:36:141STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:295STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:427STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:437STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:553STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:622STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:36:739STACK[AI0] Sync took 0.6015722 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:36:739STACK[AI0] [MainState] Start decision number 78 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:38:455STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:40:647STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:40:664STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:40:781STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:40:897STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:41:064STACK[AI0] Sync took 0.4101073 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:41:064STACK[AI0] [MainState] Start decision number 79 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:42:465STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:42:587STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:42:588STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:42:588STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:42:588STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:42:588STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:42:588STACKThe 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)
GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:49:44:683STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:44:700STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:44:842STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:45:283STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:45:404STACK[AI0] Sync took 0.7165988 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:45:404STACK[AI0] [MainState] Start decision number 80 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:46:699STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:48:898STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:48:915STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:49:014STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:49:164STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:49:299STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:49:299STACK[AI0] [MainState] Start decision number 81 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:51:015STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:53:232STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:53:248STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:53:349STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:53:464STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:53:636STACK[AI0] Sync took 0.4008824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:53:636STACK[AI0] [MainState] Start decision number 82 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:55:132STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:57:333STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:57:350STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:57:449STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:57:593STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:49:57:733STACK[AI0] Sync took 0.4023955 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:57:733STACK[AI0] [MainState] Start decision number 83 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:59:469STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:49:59:634STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeScreen:ShowSelectedQuest(System.Reflection.ParameterInfo)
NarrativeScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:01:664STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:01:681STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:01:781STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:01:899STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:02:081STACK[AI0] Sync took 0.4023828 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:02:081STACK[AI0] [MainState] Start decision number 84 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:02:684STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeScreen:ShowSelectedQuest(System.Reflection.ParameterInfo)
NarrativeScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:03:381STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:05:598STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:05:615STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:05:715STACKGameServerState_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()

08:50:05:831STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:05:982STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:05:982STACK[AI0] [MainState] Start decision number 85 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:07:598STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:09:798STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:09:815STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:09:915STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:10:048STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:10:199STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:10:199STACK[AI0] [MainState] Start decision number 86 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:10:576STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:10:576STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:10:577STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:10:577STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:10:577STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:10:577STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:50:11:848STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:14:064STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:14:081STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:14:181STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:14:332STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:14:465STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:14:465STACK[AI0] [MainState] Start decision number 87 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:15:864STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:18:065STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:18:081STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:18:181STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:18:314STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:18:465STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:18:465STACK[AI0] [MainState] Start decision number 88 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:20:148STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:22:347STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:22:363STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:22:480STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:22:631STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:22:747STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:22:747STACK[AI0] [MainState] Start decision number 89 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:25:533STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:27:816STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:27:837STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:27:932STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:28:037STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:28:219STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:28:219STACK[AI0] [MainState] Start decision number 90 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:30:932STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:33:231STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:33:247STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:33:376STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:33:501STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:33:514STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:33:588STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:34:013STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:34:245STACK[AI0] Sync took 0.9364101 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:34:245STACK[AI0] [MainState] Start decision number 91 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:37:356STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:39:618STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:39:633STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:39:732STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:39:831STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:40:186STACK[AI0] Sync took 0.5666188 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:40:186STACK[AI0] [MainState] Start decision number 92 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:43:032STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:45:298STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:45:316STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:45:423STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:45:564STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:45:581STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:45:681STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:45:934STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:46:169STACK[AI0] Sync took 0.8693272 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:46:169STACK[AI0] [MainState] Start decision number 93 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:49:448STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:51:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:51:730STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:51:832STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:51:999STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:52:236STACK[AI0] Sync took 0.516992 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:52:236STACK[AI0] [MainState] Start decision number 94 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:57:464STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:59:719STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:50:59:732STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:50:59:848STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:00:131STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:00:320STACK[AI0] Sync took 0.584536 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:00:320STACK[AI0] [MainState] Start decision number 95 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:03:633STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:05:867STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:05:881STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:05:981STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:06:101STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:06:367STACK[AI0] Sync took 0.413394 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:06:367STACK[AI0] [MainState] Start decision number 96 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:09:784STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:12:032STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:12:050STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:12:148STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:12:281STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:12:477STACK[AI0] Sync took 0.4274068 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:12:477STACK[AI0] [MainState] Start decision number 97 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:14:751STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:16:964STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:16:980STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:17:081STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:17:197STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:17:364STACK[AI0] Sync took 0.4029042 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:17:364STACK[AI0] [MainState] Start decision number 98 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:19:147STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:21:375STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:21:392STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:480STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:581STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:597STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:697STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:764STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:21:975STACK[AI0] Sync took 0.6015529 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:21:975STACK[AI0] [MainState] Start decision number 99 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:23:816STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:24:232STACK[Order] OrderCreateRecipe::DepartmentOfTheTreasury/OrderCreateRecipe#00000A06, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator245:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:26:015STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:26:032STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:26:131STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:26:282STACKGameServerState_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()

08:51:26:415STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:26:415STACK[AI0] [MainState] Start decision number 100 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:27:932STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:30:132STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:30:162STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:30:300STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:30:484STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:30:634STACK[AI0] Sync took 0.5014775 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:30:634STACK[AI0] [MainState] Start decision number 101 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:32:333STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:34:532STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:34:549STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:34:649STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:34:766STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:34:933STACK[AI0] Sync took 0.401132 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:34:933STACK[AI0] [MainState] Start decision number 102 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:36:583STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:38:636STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000A08, [Empire0]: 689 2192 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:38:783STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:38:800STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:38:899STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:39:033STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:39:183STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:39:183STACK[AI0] [MainState] Start decision number 103 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:40:583STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:42:786STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:42:798STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:42:898STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:42:999STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:43:197STACK[AI0] Sync took 0.4013865 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:43:197STACK[AI0] [MainState] Start decision number 104 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:44:983STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:47:249STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:47:267STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:47:366STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:47:483STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:47:666STACK[AI0] Sync took 0.4078983 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:47:666STACK[AI0] [MainState] Start decision number 105 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:49:965STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:52:191STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:52:199STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:52:301STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:52:448STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:52:599STACK[AI0] Sync took 0.4158953 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:52:599STACK[AI0] [MainState] Start decision number 106 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:54:899STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:57:116STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:57:132STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:57:233STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:57:349STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:51:57:516STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:57:516STACK[AI0] [MainState] Start decision number 107 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:51:58:916STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:01:116STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:01:133STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:01:233STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:01:367STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:01:517STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:01:517STACK[AI0] [MainState] Start decision number 108 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:03:200STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:05:399STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:05:416STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:05:516STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:05:649STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:05:799STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:05:799STACK[AI0] [MainState] Start decision number 109 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:07:483STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:09:686STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:09:699STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:09:799STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:09:933STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:10:083STACK[AI0] Sync took 0.4008803 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:10:083STACK[AI0] [MainState] Start decision number 110 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:11:767STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:13:967STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:13:987STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:14:083STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:14:216STACKGameServerState_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()

08:52:14:367STACK[AI0] Sync took 0.4011616 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:14:367STACK[AI0] [MainState] Start decision number 111 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:15:766STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:17:983STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:18:000STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:099STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:184STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:267STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:383STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:467STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:18:585STACK[AI0] Sync took 0.601072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:18:585STACK[AI0] [MainState] Start decision number 112 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:20:267STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:22:465STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:22:482STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:22:582STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:22:716STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:22:866STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:22:866STACK[AI0] [MainState] Start decision number 113 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:24:483STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:26:700STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:26:717STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:26:901STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:27:118STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:27:200STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:27:200STACK[AI0] [MainState] Start decision number 114 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:29:069STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:31:268STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:31:305STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:31:485STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:31:669STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:31:785STACK[AI0] Sync took 0.5019775 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:31:786STACK[AI0] [MainState] Start decision number 115 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:33:287STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:35:486STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:35:521STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:35:688STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:36:185STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:36:270STACK[AI0] Sync took 0.7557192 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:36:270STACK[AI0] [MainState] Start decision number 116 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:37:768STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:39:970STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:39:988STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:40:171STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:40:420STACKGameServerState_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()

08:52:40:506STACK[AI0] Sync took 0.521497 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:40:506STACK[AI0] [MainState] Start decision number 117 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:42:018STACKGameClientState_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()

08:52:42:067STACK[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()

08:52:42:417STACK[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()

08:52:42:467STACKGameServerState_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()

08:52:42:467STACK[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()

08:52:42:551STACK[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()

08:52:42:734STACKGameClientState_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()

08:52:42:801STACKGameServerState_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()

08:52:42:801STACK[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()

08:52:42:834STACKGameClientState_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()

08:52:42:867STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:42:950STACKGameServerState_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()

08:52:46:717STACKGameServerState_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()

08:52:46:717STACKGameClientState_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()

08:52:47:259STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.33 Politics03 = 0.19 Politics04 = 0.09 Politics05 = 0.04 Politics06 = 0.28 Politics00 = 0.00 TOTAL_SCORE = 912.50

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()

08:52:47:343STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.48 Politics02 = 0.06 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.33 Politics00 = 0.00 TOTAL_SCORE = 39.50

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()

08:52:51:862STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:51:863STACKDisposing Encounter 2146

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()

08:52:51:863STACK[ChatMessage] RECV: l:/_turn/41 (from 0x12a7ea9).

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()

08:52:52:087STACKGameServerState_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()

08:52:52:270STACKGameServerState_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()

08:52:52:290STACKGameClientState_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()

08:52:52:322STACKGameClientState_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()

08:52:52:322STACKGameClientState_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()

08:52:52:322STACKOrder 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()

08:52:52:372STACKSynchronization 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()

08:52:52:372STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:52:52:956STACKGameServerState_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()

08:52:52:956STACK[ChatMessage] RECV: l:/_turn/41 (from 0x12a7ea9).

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()

08:52:52:968STACKGameServerState_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()

08:52:52:968STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:52:968STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:52:52:986STACKGameServerState_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()

08:52:53:466STACKTrying 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()

08:52:53:503STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000A1C, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -329

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()

08:52:53:653STACKGameServerState_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()

08:52:53:653STACK[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()

08:52:53:803STACK[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()

08:52:54:304STACK[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()

08:52:54:339STACKEnd 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()

08:52:54:370STACKGameClientState_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()

08:52:54:438STACK[AI0] Sync took 0.6265962 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:54:438STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:59:318STACKGameClientState_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()

08:52:59:386STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:386STACK[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()

08:52:59:424STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000A1E, Ticket: 000007CA

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()

08:52:59:424STACK[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()

08:52:59:471STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A1F, Ticket: 000007CB

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()

08:52:59:785STACK[Order] OrderSwapColonizedStarSystemOwner::DepartmentOfTheInterior/OrderSwapColonizedStarSystemOwner#00000A20, [Empire19], InfluencedColonizedStarSystemGUID: 746, NewOwnerEmpireIndex: 0, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: True

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACKThe colonized planet 'ColonizedPlanet#747' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACKCannot 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:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #19, context: 'ColonizedStarSystem#746'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACK[Colo] [Empire#19] System Oyera (746) Removed.

DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:UnbindStarSystem(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:52:59:786STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:52:59:910STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A22, Ticket: 000007CC

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()

08:52:59:969STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000A23, Ticket: 000007CD

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()

08:53:05:333STACK[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()

08:53:07:410STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:07:434STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A9F, Ticket: 00000841

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()

08:53:07:501STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000AA0, Ticket: 00000842

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()

08:53:08:202STACKNo MiniatureIcon defined for DroppableType DroppableString

Droppable:get_CategoryIcon()
QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestCompletedNotificationWindow:SetupPanel()
QuestCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

08:53:12:750STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:13:765STACKUnload material JunglePlanetMat

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()

08:53:13:765STACKUnload material TropicalPlanetMat

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()

08:53:13:765STACKUnload material TerranPlanetMat

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()

08:53:13:765STACKUnload material MonsoonPlanetMat

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()

08:53:13:765STACKUnload 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()

08:53:14:274STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

08:53:14:352STACKGameServerState_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()

08:53:14:418STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B15, [Empire21], Entity index: 7648

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:473STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B16, [Empire21], Entity index: 7647

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:505STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B17, [Empire21], Entity index: 7646

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:538STACK[AI0] Sync took 14.9252974 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:14:538STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:14:568STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B18, [Empire21], Entity index: 7644

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:601STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B19, [Empire21], Entity index: 7643

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:668STACKTexture 'Bots' not found for GuiElement 'CategoryHeroSkillTreeMinorFaction01'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

08:53:14:669STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1A, [Empire21], Entity index: 7638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:719STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1B, [Empire21], Entity index: 7637

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:776STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1C, [Empire21], Entity index: 7630

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:836STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1D, [Empire21], Entity index: 7626

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:885STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1E, [Empire21], Entity index: 7625

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:14:953STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B1F, [Empire21], Entity index: 7617

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:313STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B20, [Empire21], Entity index: 7613

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:351STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B21, [Empire21], Entity index: 7609

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:417STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B22, [Empire21], Entity index: 7606

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:468STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B23, [Empire21], Entity index: 7605

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:518STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B24, [Empire21], Entity index: 7604

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:584STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B25, [Empire21], Entity index: 7594

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:635STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B26, [Empire21], Entity index: 7592

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:684STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B27, [Empire21], Entity index: 7590

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:735STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B28, [Empire21], Entity index: 7589

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:802STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B29, [Empire21], Entity index: 7585

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:868STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2A, [Empire21], Entity index: 7583

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:918STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2B, [Empire21], Entity index: 7581

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:15:986STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2C, [Empire21], Entity index: 7579

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:036STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2D, [Empire21], Entity index: 7578

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:104STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2E, [Empire21], Entity index: 7576

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:168STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B2F, [Empire21], Entity index: 7573

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:218STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B30, [Empire21], Entity index: 7571

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:285STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B31, [Empire21], Entity index: 7568

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:349STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:16:364STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B32, [Empire21], Entity index: 7567

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:418STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B33, [Empire21], Entity index: 7563

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:468STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B34, [Empire21], Entity index: 7558

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:518STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B35, [Empire21], Entity index: 7555

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:571STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B36, [Empire21], Entity index: 7554

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:601STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B37, [Empire21], Entity index: 7551

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:668STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B38, [Empire21], Entity index: 7550

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:718STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B39, [Empire21], Entity index: 7544

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:767STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B3A, [Empire21], Entity index: 7543

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:16:984STACKCancelling actions on Llekim (138) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:17:035STACKCancelling actions on Bellatrix (457) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:18:535STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:18:568STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:18:751STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:18:951STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:19:018STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:19:018STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:21:477STACK[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()

08:53:23:635STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:23:652STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:23:820STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:24:051STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:53:24:051STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:24:153STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:24:153STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:26:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:26:102STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000B84, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:26:700STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B8C, [Empire0], Entity index: 552

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:28:236STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:28:271STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:28:451STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:28:698STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:28:835STACK[AI0] Sync took 0.6010722 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:28:835STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:30:335STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:32:535STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:32:567STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:32:719STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:32:883STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:33:034STACK[AI0] Sync took 0.5009764 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:33:034STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:34:785STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:37:002STACK[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()

08:53:37:019STACKGameServerState_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()

08:53:37:151STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:37:315STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:37:388STACK[AI0] Sync took 0.4016157 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:37:388STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:39:169STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:41:368STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:41:385STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:41:485STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:41:517STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:41:534STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:41:634STACKGameServerState_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()

08:53:41:733STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:41:867STACK[AI0] Sync took 0.5014773 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:41:867STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:42:068STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B90, [Empire0], context guid: 1137, contruction guid: 2224

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()

08:53:43:685STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:44:219STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B91, [Empire0], context guid: 1383, contruction guid: 2226

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()

08:53:45:250STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B92, [Empire0], context guid: 1407, contruction guid: 2222

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()

08:53:45:882STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:45:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:46:000STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:46:116STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:46:251STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B93, [Empire0], context guid: 1409, contruction guid: 2218

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()

08:53:46:284STACK[AI0] Sync took 0.4008824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:46:284STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:47:351STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B94, [Empire0], context guid: 1495, contruction guid: 2228

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()

08:53:47:882STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:49:135STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B95, [Empire0], context guid: 1638, contruction guid: 2230

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()

08:53:50:083STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:50:100STACKGameServerState_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()

08:53:50:200STACKGameServerState_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()

08:53:50:300STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:50:668STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B96, [Empire0], context guid: 1857, contruction guid: 2220

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()

08:53:50:818STACK[AI0] Sync took 0.7291935 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:50:818STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:52:417STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:54:649STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:54:666STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:54:784STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:54:900STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:55:033STACK[AI0] Sync took 0.4013821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:55:034STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:56:901STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:59:099STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:59:115STACKGameServerState_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()

08:53:59:216STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:59:350STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:53:59:502STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:53:59:502STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:01:401STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:03:617STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:03:634STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:03:744STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:03:868STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:04:017STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:04:017STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:05:876STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:08:091STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:08:101STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:08:235STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:08:351STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:08:485STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:08:485STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:10:002STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:12:201STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:12:217STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:12:316STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:12:433STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:12:600STACK[AI0] Sync took 0.4013826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:12:601STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:14:551STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:14:759STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000B97, [Empire0], PlanetGUID: 12, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 2234, ColonizedStarsystemGUID: 2233, ColonizedPlanetGUID: 2235, PropagandaGUID: 2236, MoneyCost: 637.3171

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()

08:54:14:759STACK[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()

08:54:14:759STACKTrying 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()

08:54:14:759STACK[Heroes] The colonization state of the World Academy has changed.

Academy:WorldAcademy_OnColonizationChanged(System.Reflection.ParameterInfo)
StarSystemNode:NotifyColonizationChanged()
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()

08:54:14:759STACK[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()

08:54:14:853STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B99, [Empire0]: System #689

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:14:900STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9A, [Empire0]: System #1409

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:14:933STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9B, [Empire0]: System #1857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:14:967STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9C, [Empire0]: System #1407

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:15:000STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9D, [Empire0]: System #1137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:15:034STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9E, [Empire0]: System #1383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:15:067STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000B9F, [Empire0]: System #1495

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:15:100STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BA0, [Empire0]: System #1638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:16:767STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:16:784STACKGameServerState_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()

08:54:16:884STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:17:034STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:17:167STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:17:167STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:19:000STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:21:199STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:21:216STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:316STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:399STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:482STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:607STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:607STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:607STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:608STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:608STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:608STACKThe property Politics05ToPolitics05 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:608STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

08:54:21:667STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:767STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:21:899STACK[AI0] Sync took 0.7011675 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:21:899STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:24:016STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:26:216STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:26:232STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:26:333STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:26:416STACKGameServerState_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()

08:54:26:499STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:26:599STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:26:666STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:26:816STACK[AI0] Sync took 0.6025748 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:26:816STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:28:883STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:31:086STACK[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()

08:54:31:103STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:31:202STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:31:369STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:31:486STACK[AI0] Sync took 0.4013812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:31:486STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:33:384STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:35:586STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:35:603STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:35:736STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:35:885STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:35:993STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:35:993STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:38:036STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:40:246STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:40:264STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:385STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:428STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:438STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:535STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:621STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:40:852STACK[AI0] Sync took 0.6025738 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:40:852STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:42:939STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:45:162STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:45:186STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:45:313STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:45:452STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:45:553STACK[AI0] Sync took 0.4028843 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:45:553STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:47:552STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:49:178STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000BA5, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment11, ConstructionGameEntityGUID: 2240, 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()

08:54:49:752STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:49:769STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:49:871STACKGameServerState_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()

08:54:50:006STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:50:152STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:50:152STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:52:235STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:54:436STACK[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()

08:54:54:462STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:54:551STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:54:668STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:54:835STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:54:835STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:56:903STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:59:105STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:59:126STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:59:247STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:59:418STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:54:59:602STACK[AI0] Sync took 0.5011041 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:54:59:602STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:01:319STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:01:587STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000BA6, [Empire0], ConstructionGameEntityGUID: 2240

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:02:519STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000BA7, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment11, ConstructionGameEntityGUID: 2240, 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()

08:55:03:519STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:03:536STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:03:652STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:03:768STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:03:926STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:03:926STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:05:655STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000BA8, [Empire0], ConstructionGameEntityGUID: 1934

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:05:974STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:06:270STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000BA9, [Empire0], ConstructionGameEntityGUID: 1935

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:06:419STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000BAA, [Empire0], ConstructionGameEntityGUID: 1936

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:07:519STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000BAB, [Empire0], ConstructionGameEntityGUID: 1937

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:185STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:08:211STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:318STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:402STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:421STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:526STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:568STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:08:704STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:08:704STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:10:917STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:13:118STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:13:134STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:13:235STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:13:351STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:13:518STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:13:518STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:15:451STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:17:651STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:17:685STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:17:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:17:908STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:18:051STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:18:051STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:19:984STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:22:201STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:22:218STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:22:317STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:22:434STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:22:585STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:22:585STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:24:568STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:26:751STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:26:785STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:26:901STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:27:069STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:27:152STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:27:152STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:29:201STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:31:384STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:31:400STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:31:501STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:31:599STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:31:784STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:31:784STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:33:383STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:35:601STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:35:617STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:35:717STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:36:151STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:36:301STACK[AI0] Sync took 0.7091745 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:36:301STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:38:000STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:40:209STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:40:227STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:40:414STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:40:589STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:40:637STACK[Empire 0] OrderQueueConstruction preprocessor failed: 'StarSystemImprovementIndustry1' is already queued in 'Oyera (ColonizedStarSystem#2216)'.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:40:703STACK[AI0] Sync took 0.5009888 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:40:703STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:42:802STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:45:001STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:45:017STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:45:225STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:45:351STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:45:518STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:45:518STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:47:519STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:49:718STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:49:734STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:49:835STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:49:984STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:50:135STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:50:135STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:51:684STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BBF, [Empire0], system guid: 2216, contruction guid: 2263, resource name : EmpireMoney, buyout cost: 1266.95

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:51:851STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC0, [Empire0], system guid: 2216, contruction guid: 2261, resource name : EmpireMoney, buyout cost: 1266.95

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:52:140STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:52:567STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC1, [Empire0], system guid: 2216, contruction guid: 2257, resource name : EmpireMoney, buyout cost: 3075.216

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:52:734STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC2, [Empire0], system guid: 2216, contruction guid: 2255, resource name : EmpireMoney, buyout cost: 1191.203

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:52:884STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC3, [Empire0], system guid: 2216, contruction guid: 2253, resource name : EmpireMoney, buyout cost: 2850.774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:034STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC4, [Empire0], system guid: 2216, contruction guid: 2251, resource name : EmpireMoney, buyout cost: 2850.774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:201STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC5, [Empire0], system guid: 2216, contruction guid: 2249, resource name : EmpireMoney, buyout cost: 2239.927

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:351STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC6, [Empire0], system guid: 2216, contruction guid: 2247, resource name : EmpireMoney, buyout cost: 2850.774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:534STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC7, [Empire0], system guid: 2216, contruction guid: 2245, resource name : EmpireMoney, buyout cost: 2239.927

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:651STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC8, [Empire0], system guid: 2216, contruction guid: 2243, resource name : EmpireMoney, buyout cost: 2239.927

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:53:818STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BC9, [Empire0], system guid: 2216, contruction guid: 2241, resource name : EmpireMoney, buyout cost: 2239.927

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:54:335STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:54:352STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:54:452STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:54:569STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:54:743STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:54:743STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:56:718STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:58:919STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:58:938STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:59:035STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:59:152STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:55:59:320STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:55:59:320STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:01:318STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:03:518STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:03:535STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:03:635STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:03:768STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:03:918STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:03:918STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:05:936STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:08:136STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:08:151STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:08:251STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:08:367STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:08:536STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:08:536STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:10:551STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:12:751STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:12:768STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:12:868STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:12:983STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:098STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000BCA, [Empire0], PlanetGUID: 316, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 2266, ColonizedStarsystemGUID: 2265, ColonizedPlanetGUID: 2267, PropagandaGUID: 2268, MoneyCost: 677.3999

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()

08:56:13:099STACK[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()

08:56:13:099STACKTrying 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()

08:56:13:099STACK[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()

08:56:13:144STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:13:144STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:13:162STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BCC, [Empire0]: System #689

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:185STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BCD, [Empire0]: System #1409

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:224STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BCE, [Empire0]: System #1857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:251STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BCF, [Empire0]: System #1407

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:285STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BD0, [Empire0]: System #1137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:318STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BD1, [Empire0]: System #1383

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:351STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BD2, [Empire0]: System #1495

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:13:384STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BD3, [Empire0]: System #1638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:15:133STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:17:334STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:17:351STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:17:461STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:17:588STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:17:735STACK[AI0] Sync took 0.4008806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:17:735STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:19:851STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:22:051STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:22:068STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:22:168STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:22:268STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:22:452STACK[AI0] Sync took 0.4008806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:22:452STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:24:434STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:26:637STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:26:652STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:26:754STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:26:852STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:27:036STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:27:036STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:29:068STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:30:784STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BD9, [Empire0], system guid: 1638, contruction guid: 2272, resource name : EmpireMoney, buyout cost: 2761.879

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:30:784STACKThe construction 2272 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:31:268STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:31:286STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:31:385STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:31:535STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:31:667STACK[AI0] Sync took 0.4012904 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:31:667STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:33:665STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:35:868STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:35:885STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:35:988STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:36:118STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:36:268STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:36:269STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:38:288STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:40:485STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:40:502STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:40:602STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:40:703STACKGameServerState_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()

08:56:40:886STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:40:886STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:42:585STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:44:802STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:44:821STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:44:918STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:45:352STACKGameServerState_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()

08:56:45:537STACK[AI0] Sync took 0.7487123 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:45:537STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:47:344STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:49:551STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:49:568STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:49:668STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:50:101STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:50:219STACK[AI0] Sync took 0.6731408 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:50:219STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:52:035STACK[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()

08:56:54:234STACK[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()

08:56:54:251STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:54:351STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:54:802STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:54:952STACK[AI0] Sync took 0.7201893 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:54:952STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:56:758STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:58:960STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:58:991STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:59:120STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:59:264STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:56:59:486STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:56:59:486STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:01:439STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:03:653STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:03:669STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:03:770STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:03:887STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:04:052STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:04:053STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:06:101STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:08:302STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:08:319STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:08:419STACKGameServerState_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()

08:57:08:535STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:08:702STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:08:702STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:10:769STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:12:984STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:13:019STACKGameServerState_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()

08:57:13:118STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:13:235STACKGameServerState_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()

08:57:13:386STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:13:386STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:15:469STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:17:670STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:17:687STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:17:797STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:17:932STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:18:072STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:18:072STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:20:186STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:22:390STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:22:419STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:22:519STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:22:635STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:22:785STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:22:785STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:25:305STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:27:540STACK[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()

08:57:27:572STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:27:738STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:27:869STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:27:971STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:28:151STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:28:238STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:28:422STACK[AI0] Sync took 0.9013579 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:28:422STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:30:988STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:33:190STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:33:220STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:33:405STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:33:604STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:33:789STACK[AI0] Sync took 0.6025588 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:33:789STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:36:354STACK[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()

08:57:38:554STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:38:572STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:38:738STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:39:341STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:39:456STACK[AI0] Sync took 0.8953679 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:39:456STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:41:588STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:43:805STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:43:837STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:44:021STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:44:588STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:44:706STACK[AI0] Sync took 0.9133691 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:44:706STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:46:839STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:49:052STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:49:086STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:49:252STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:49:952STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:50:036STACK[AI0] Sync took 0.991943 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:50:036STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:52:253STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:54:574STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:54:592STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:54:685STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:54:817STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:54:935STACK[AI0] Sync took 0.5009782 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:54:935STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:57:071STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000BE9, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:57:071STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:59:268STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:59:285STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:59:384STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:59:501STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:57:59:668STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:57:59:668STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:01:421STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000BEA, [Empire0]: StarSystemGUID: 2086, SystemSupervisorDefinitionName: SystemSupervisorScience

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:01:492STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000BEC, [Empire0]: System #2086

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:01:835STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:02:851STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BED, [Empire0], system guid: 2086, contruction guid: 2276, resource name : EmpireMoney, buyout cost: 1266.95

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:02:851STACKThe construction 2276 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:04:035STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:04:052STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:04:152STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:04:285STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:04:435STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:04:436STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:06:001STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BEF, [Empire0], system guid: 2086, contruction guid: 2278, resource name : EmpireMoney, buyout cost: 828.7929

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:06:668STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:08:868STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:08:885STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:08:985STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:09:117STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:09:268STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:09:268STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:11:468STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:13:668STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:13:685STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:13:784STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:13:918STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:14:068STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:14:068STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:16:235STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:18:435STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:18:452STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:566STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:652STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:735STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:840STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:934STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:18:951STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BF4, [Empire0], system guid: 2086, contruction guid: 2286, resource name : EmpireMoney, buyout cost: 3556.176

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:19:035STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BF5, [Empire0], system guid: 2086, contruction guid: 2284, resource name : EmpireMoney, buyout cost: 3279.796

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:19:135STACK[AI0] Sync took 0.7011671 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:19:135STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:19:201STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BF6, [Empire0], system guid: 2086, contruction guid: 2282, resource name : EmpireMoney, buyout cost: 3556.176

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:19:335STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BF7, [Empire0], system guid: 2086, contruction guid: 2280, resource name : EmpireMoney, buyout cost: 3279.796

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:21:403STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:23:603STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:23:619STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:23:720STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:23:836STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:24:007STACK[AI0] Sync took 0.4008823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:24:007STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:26:221STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:28:438STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:28:456STACKGameServerState_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()

08:58:28:571STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:28:822STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:28:940STACK[AI0] Sync took 0.5059813 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:28:940STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:31:903STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:34:102STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:34:120STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:34:252STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:34:469STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:34:603STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:34:603STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:35:593STACKGameClientState_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()

08:58:35:638STACK[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()

08:58:36:869STACK[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()

08:58:36:886STACKGameServerState_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()

08:58:36:886STACK[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()

08:58:36:936STACK[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()

08:58:37:037STACKGameClientState_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()

08:58:37:086STACKGameServerState_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()

08:58:37:087STACK[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()

08:58:37:102STACKGameClientState_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()

08:58:37:119STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:37:169STACKGameServerState_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()

08:58:39:569STACKGameServerState_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()

08:58:39:569STACKGameClientState_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()

08:58:40:359STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:40:423STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.08 Politics02 = 0.30 Politics03 = 0.21 Politics04 = 0.09 Politics05 = 0.06 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 1003.50

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()

08:58:40:469STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.48 Politics02 = 0.07 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.32 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()

08:58:43:121STACKGameClientState_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()

08:58:43:121STACK[ChatMessage] RECV: l:/_turn/42 (from 0x12a7ea9).

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()

08:58:43:270STACKGameServerState_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()

08:58:43:369STACKGameServerState_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()

08:58:43:386STACKGameClientState_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()

08:58:43:403STACKGameClientState_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()

08:58:43:403STACKGameClientState_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()

08:58:43:403STACKOrder 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()

08:58:43:436STACKSynchronization 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()

08:58:43:436STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

08:58:44:148STACKGameServerState_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()

08:58:44:148STACK[ChatMessage] RECV: l:/_turn/42 (from 0x12a7ea9).

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()

08:58:44:162STACKGameServerState_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()

08:58:44:162STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:44:162STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

08:58:44:195STACKGameServerState_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()

08:58:44:732STACKTrying 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()

08:58:44:770STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000C09, [Empire3], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -735

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()

08:58:44:920STACKGameServerState_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()

08:58:44:920STACK[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()

08:58:45:070STACK[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()

08:58:45:569STACK[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()

08:58:45:610STACKEnd 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()

08:58:45:636STACKGameClientState_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()

08:58:45:670STACK[AI0] Sync took 0.6035744 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:45:670STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:49:856STACKGameClientState_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()

08:58:49:902STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:49:902STACK[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()

08:58:49:924STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000C0B, Ticket: 00000917

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()

08:58:49:957STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000C0C, Ticket: 00000918

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()

08:58:49:957STACK[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()

08:58:50:167STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:58:52:738STACK[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()

08:58:55:453STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:59:570STACKCancelling actions on Virgo (552) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:59:787STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:58:59:935STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:085STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CF8, [Empire20], Entity index: 21

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:085STACK[AI0] Sync took 9.9164347 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:00:086STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:00:118STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CF9, [Empire21], Entity index: 7951

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:152STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFA, [Empire21], Entity index: 7950

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:185STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFB, [Empire21], Entity index: 7948

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:219STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFC, [Empire21], Entity index: 7946

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:252STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFD, [Empire21], Entity index: 7945

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:285STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFE, [Empire21], Entity index: 7943

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:342STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000CFF, [Empire21], Entity index: 7942

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:403STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D00, [Empire21], Entity index: 7941

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:469STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D01, [Empire21], Entity index: 7938

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:519STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D02, [Empire21], Entity index: 7937

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:586STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D03, [Empire21], Entity index: 7933

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:636STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D04, [Empire21], Entity index: 7932

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:702STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D05, [Empire21], Entity index: 7930

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:769STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D06, [Empire21], Entity index: 7929

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:818STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D07, [Empire21], Entity index: 7928

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:853STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D08, [Empire21], Entity index: 7926

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:885STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D09, [Empire21], Entity index: 7924

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:918STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0A, [Empire21], Entity index: 7923

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:00:951STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0B, [Empire21], Entity index: 7922

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:291STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0C, [Empire21], Entity index: 7917

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:336STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0D, [Empire21], Entity index: 7916

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:368STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0E, [Empire21], Entity index: 7915

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:401STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0F, [Empire21], Entity index: 7912

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:435STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D10, [Empire21], Entity index: 7910

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:483STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D11, [Empire21], Entity index: 7908

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:504STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D12, [Empire21], Entity index: 7907

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:535STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D13, [Empire21], Entity index: 7902

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:568STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D14, [Empire21], Entity index: 7900

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:602STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D15, [Empire21], Entity index: 7898

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:635STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D16, [Empire21], Entity index: 7897

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:668STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D17, [Empire21], Entity index: 7896

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:702STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D18, [Empire21], Entity index: 7894

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:735STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D19, [Empire21], Entity index: 7888

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:768STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1A, [Empire21], Entity index: 7886

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:802STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1B, [Empire21], Entity index: 7884

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:834STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1C, [Empire21], Entity index: 7880

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:870STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1D, [Empire21], Entity index: 7879

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:902STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1E, [Empire21], Entity index: 7876

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:935STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1F, [Empire21], Entity index: 7870

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:01:967STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D20, [Empire21], Entity index: 7866

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:001STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D21, [Empire21], Entity index: 7865

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:035STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D22, [Empire21], Entity index: 7862

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:118STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D23, [Empire21], Entity index: 7861

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:155STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D24, [Empire21], Entity index: 7857

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:188STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D25, [Empire21], Entity index: 7856

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:221STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D26, [Empire21], Entity index: 7853

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:252STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D27, [Empire21], Entity index: 7849

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:287STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D28, [Empire21], Entity index: 7845

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:287STACK[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()

08:59:02:779STACKCancelling actions on Sabel (284) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:02:807STACKCancelling actions on Giazar (236) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 21

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:04:272STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000D37, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:04:485STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:04:519STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:04:602STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:04:701STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:04:889STACK[AI0] Sync took 0.40088 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:04:889STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:07:609STACK[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()

08:59:08:590STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000D88, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:09:806STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:09:830STACKGameServerState_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()

08:59:09:940STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:10:044STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:10:223STACK[AI0] Sync took 0.4003809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:10:223STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:12:537STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:14:655STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000D89, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:14:736STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:14:752STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:14:869STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:15:019STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:15:135STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:15:135STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:17:340STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:19:533STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:19:555STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:19:619STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8A, [Empire0], context guid: 1495, contruction guid: 2298

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()

08:59:19:735STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:20:185STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:20:319STACK[AI0] Sync took 0.7692307 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:20:319STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:22:633STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:23:252STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8B, [Empire0], context guid: 1409, contruction guid: 2288

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()

08:59:24:864STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:24:872STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:25:053STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:25:200STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:25:334STACK[AI0] Sync took 0.5009761 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:25:334STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:25:719STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8C, [Empire0], context guid: 1407, contruction guid: 2292

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()

08:59:27:584STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:27:803STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8D, [Empire0], context guid: 1383, contruction guid: 2296

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()

08:59:29:786STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8E, [Empire0], context guid: 1137, contruction guid: 2294

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()

08:59:29:786STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:29:803STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:29:903STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:30:019STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:30:186STACK[AI0] Sync took 0.4008805 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:30:186STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:32:568STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:34:768STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:34:786STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:34:885STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:34:985STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:35:183STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:35:184STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:37:486STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:38:752STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000D8F, [Empire0], context guid: 2086, contruction guid: 2307

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()

08:59:39:685STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:39:702STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:39:802STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:39:935STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:40:108STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000D90, [Empire0], ShipGUIDs: 2281 2283 2285 2287 , Position: NodeIndex:42, FleetGUID: 2309

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()

08:59:40:108STACKTrying 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()

08:59:40:109STACK[AI0] Sync took 0.4008339 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:40:109STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:42:419STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:44:619STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:44:636STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:44:735STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:44:869STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:45:019STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:45:019STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:45:966STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000D91, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:47:270STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:49:484STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:49:503STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:49:618STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:49:783STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:49:880STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:49:880STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:51:726STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000DA1, [Empire0], Entity index: 860

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:52:470STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:53:224STACKCancelling actions on Rath (261) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:54:673STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:54:693STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:54:845STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:55:124STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

08:59:55:293STACK[AI0] Sync took 0.6040695 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:55:293STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

08:59:58:338STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:00:523STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:00:544STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:00:638STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:00:822STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:00:939STACK[AI0] Sync took 0.4183981 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:00:939STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:03:889STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:06:090STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:06:107STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:06:204STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:06:355STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:06:487STACK[AI0] Sync took 0.4098914 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:06:487STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:10:004STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:12:224STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:12:239STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:12:355STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:12:497STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:12:721STACK[AI0] Sync took 0.5069824 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:12:721STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:15:738STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:17:972STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:17:988STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:18:090STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:18:310STACKGameServerState_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()

09:00:18:455STACK[AI0] Sync took 0.5034788 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:18:455STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:21:355STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:23:554STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:23:573STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:23:690STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:23:887STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:24:072STACK[AI0] Sync took 0.5154909 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:24:073STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:27:504STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:29:727STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:29:756STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:29:922STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:30:123STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:30:275STACK[AI0] Sync took 0.521496 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:30:275STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:33:208STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:35:421STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:35:454STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:35:638STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:35:838STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:35:945STACK[AI0] Sync took 0.5009761 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:35:945STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:38:237STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:40:454STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:40:488STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:40:620STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:40:821STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:40:954STACK[AI0] Sync took 0.5010887 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:40:955STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:41:403STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:00:43:337STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:45:537STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:45:554STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:45:722STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:45:922STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:46:038STACK[AI0] Sync took 0.5009688 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:46:038STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:48:392STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:50:588STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:50:622STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:50:771STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:50:971STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:51:073STACK[AI0] Sync took 0.5013712 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:51:073STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:52:256STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:00:53:856STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:53:939STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:00:55:322STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:00:56:039STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:56:055STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:56:240STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:56:405STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:00:56:405STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:00:56:538STACK[AI0] Sync took 0.5014775 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:56:538STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:58:134STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:00:58:921STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:00:59:571STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:01:00:005STACKTexture 'Bitmaps/Atlased/Affinities/AffinityVenitiansSmall' not found for GuiElement 'CategoryHeroSkillTreeVenetians'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
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)
PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:01:01:121STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:01:138STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:01:288STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:01:521STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:01:737STACK[AI0] Sync took 0.6015719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:01:737STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:04:088STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:06:288STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:06:305STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:06:421STACKGameServerState_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()

09:01:06:589STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:06:705STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:06:705STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:09:172STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:10:692STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:01:11:362STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:11:372STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:11:503STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:12:004STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:12:188STACK[AI0] Sync took 0.8142747 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:12:188STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:14:621STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:16:838STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:16:854STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:16:986STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:17:103STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:17:221STACK[AI0] Sync took 0.4008833 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:17:221STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:19:347STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Fajis I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

09:01:19:761STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:19:979STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Fajis II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

09:01:20:111STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Fajis III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

09:01:20:412STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Fajis IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

09:01:21:962STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:21:978STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:22:078STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:22:211STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:22:374STACK[AI0] Sync took 0.404885 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:22:374STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:25:252STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:27:453STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:27:470STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:27:553STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:27:669STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:27:853STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:27:853STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:30:202STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:32:404STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:32:420STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:32:571STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:32:703STACKGameServerState_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()

09:01:32:886STACK[AI0] Sync took 0.5009776 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:32:886STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:35:821STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:38:021STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:38:037STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:38:137STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:38:271STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:38:423STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:38:423STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:40:922STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:43:121STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:43:138STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:43:238STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:43:361STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:43:522STACK[AI0] Sync took 0.4008806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:43:522STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:46:171STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:48:372STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:48:389STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:48:505STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:48:703STACKGameServerState_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()

09:01:48:871STACK[AI0] Sync took 0.501398 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:48:871STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:51:661STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:53:840STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:53:875STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:54:041STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:54:674STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:01:54:842STACK[AI0] Sync took 0.9764295 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:54:842STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:01:57:823STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:00:021STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:00:038STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:00:137STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:00:238STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:00:423STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:00:423STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:02:922STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:05:137STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:05:154STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:254STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:354STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:473STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:520STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:05:737STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:05:737STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:08:438STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:10:637STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:10:653STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:10:771STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:10:905STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:11:037STACK[AI0] Sync took 0.4012947 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:11:037STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:14:021STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:14:686STACKGameClientState_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()

09:02:14:721STACK[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()

09:02:14:819STACK[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()

09:02:14:854STACKGameServerState_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()

09:02:14:854STACK[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()

09:02:14:904STACK[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()

09:02:15:004STACKGameClientState_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()

09:02:15:079STACKGameServerState_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()

09:02:15:079STACK[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()

09:02:15:089STACKGameClientState_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()

09:02:15:104STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:15:155STACKGameServerState_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()

09:02:17:520STACKGameServerState_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()

09:02:17:520STACKGameClientState_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()

09:02:17:986STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.08 Politics02 = 0.31 Politics03 = 0.21 Politics04 = 0.09 Politics05 = 0.06 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 992.50

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()

09:02:18:038STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.45 Politics02 = 0.07 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.35 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()

09:02:20:657STACKGameClientState_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()

09:02:20:657STACK[ChatMessage] RECV: l:/_turn/43 (from 0x12a7ea9).

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()

09:02:20:763STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000DAA, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:20:763STACKTrying 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()

09:02:20:857STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000DAB, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:20:857STACKTrying 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()

09:02:20:987STACKGameServerState_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()

09:02:21:103STACKGameServerState_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()

09:02:21:120STACKGameClientState_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()

09:02:21:139STACKGameClientState_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()

09:02:21:139STACKGameClientState_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()

09:02:21:139STACKOrder 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()

09:02:21:171STACKSynchronization 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()

09:02:21:171STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x12a7ea9).

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()

09:02:21:581STACKGameServerState_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()

09:02:21:581STACK[ChatMessage] RECV: l:/_turn/43 (from 0x12a7ea9).

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()

09:02:21:613STACKGameServerState_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()

09:02:21:614STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:21:614STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x12a7ea9).

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()

09:02:21:625STACKGameServerState_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()

09:02:21:976STACKTrying 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()

09:02:22:004STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000DB8, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -357

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()

09:02:22:097STACKTrying 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()

09:02:22:125STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000DBB, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -357

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()

09:02:22:203STACKGameServerState_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()

09:02:22:203STACK[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()

09:02:22:337STACK[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()

09:02:22:737STACK[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()

09:02:22:754STACKEnd 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()

09:02:22:772STACKGameClientState_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()

09:02:22:838STACK[AI0] Sync took 0.5014769 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:22:838STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:26:323STACKGameClientState_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()

09:02:26:388STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:26:388STACK[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()

09:02:26:388STACK[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()

09:02:26:406STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000DBD, Ticket: 00000A6C

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()

09:02:26:455STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000DBE, Ticket: 00000A6D

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()

09:02:26:516STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000DBF, Ticket: 00000A6E

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()

09:02:26:578STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000DC0, Ticket: 00000A6F

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()

09:02:26:619STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000DC1, Ticket: 00000A70

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()

09:02:26:653STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000DC2, Ticket: 00000A71

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()

09:02:26:688STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000DC3, Ticket: 00000A72

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()

09:02:27:787STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:30:525STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

09:02:31:820STACKThe property Strategic2Stock 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)
QuestActionDescription_ApplyQuestEffect:BuildEffectDescriptions()
QuestActionDescription:ToGuiString(System.Reflection.ParameterInfo)
EventChoiceItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeEventBegunNotificationWindow:BindEventChoiceItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeEventBegunNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:02:32:034STACKThe property Strategic2Stock 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)
QuestActionDescription_ApplyQuestEffect:BuildEffectDescriptions()
QuestActionDescription:ToGuiString(System.Reflection.ParameterInfo)
EventChoiceItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeEventBegunNotificationWindow:BindEventChoiceItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
NarrativeEventBegunNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
NarrativeEventBegunNotificationWindow:OnEndShow()
Amplitude.Unity.Gui.GuiPanel+c__Iterator62:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:02:32:046STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:36:589STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:36:721STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:36:804STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EAE, [Empire21], Entity index: 8269

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:36:839STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EAF, [Empire21], Entity index: 8268

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:36:839STACK[AI0] Sync took 9.0396689 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:36:839STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:37:206STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB0, [Empire21], Entity index: 8266

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:238STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB1, [Empire21], Entity index: 8265

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:274STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB2, [Empire21], Entity index: 8264

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:306STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB3, [Empire21], Entity index: 8262

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:339STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB4, [Empire21], Entity index: 8260

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:373STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB5, [Empire21], Entity index: 8256

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:407STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB6, [Empire21], Entity index: 8255

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:439STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB7, [Empire21], Entity index: 8244

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:472STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB8, [Empire21], Entity index: 8240

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:515STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EB9, [Empire21], Entity index: 8239

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:555STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBA, [Empire21], Entity index: 8238

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:590STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBB, [Empire21], Entity index: 8232

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:621STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBC, [Empire21], Entity index: 8230

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:655STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBD, [Empire21], Entity index: 8223

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:688STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBE, [Empire21], Entity index: 8222

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:721STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EBF, [Empire21], Entity index: 8220

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:755STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC0, [Empire21], Entity index: 8212

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:805STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC1, [Empire21], Entity index: 8211

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:838STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC2, [Empire21], Entity index: 8210

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:871STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC3, [Empire21], Entity index: 8207

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:904STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC4, [Empire21], Entity index: 8206

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:960STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC5, [Empire21], Entity index: 8202

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:37:989STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC6, [Empire21], Entity index: 8200

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:022STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC7, [Empire21], Entity index: 8196

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:072STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC8, [Empire21], Entity index: 8193

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:104STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EC9, [Empire21], Entity index: 8192

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:139STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECA, [Empire21], Entity index: 8190

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:171STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECB, [Empire21], Entity index: 8189

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:205STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECC, [Empire21], Entity index: 8187

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:237STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECD, [Empire21], Entity index: 8182

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:272STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECE, [Empire21], Entity index: 8179

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:304STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ECF, [Empire21], Entity index: 8173

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:337STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ED0, [Empire21], Entity index: 8172

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:371STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ED1, [Empire21], Entity index: 8171

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:38:422STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ED2, [Empire21], Entity index: 8168

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:39:791STACK[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()

09:02:42:005STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:42:023STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:42:122STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:42:286STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:42:396STACK[AI0] Sync took 0.4013817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:42:396STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:45:539STACK[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()

09:02:47:721STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:47:737STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:47:837STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:47:988STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:48:138STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:48:138STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:50:822STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:53:004STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:53:036STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:53:138STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:53:255STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:53:404STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:53:405STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:56:288STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:58:506STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:58:522STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:58:638STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:58:758STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:02:58:905STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:02:58:906STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:01:554STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:03:754STACK[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()

09:03:03:772STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:03:871STACKGameServerState_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()

09:03:04:005STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:04:154STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:04:154STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:06:705STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:08:905STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:08:921STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:09:038STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:09:138STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:09:305STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:09:305STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:12:221STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:12:637STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000F1D, Ticket: 00000BA6, [Empire0]

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()

09:03:12:688STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000F1E, Ticket: 00000BA7, [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()

09:03:12:804STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000F21, Ticket: 00000BA8

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()

09:03:14:421STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:14:456STACKGameServerState_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()

09:03:14:553STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:14:704STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:14:821STACK[AI0] Sync took 0.4008842 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:14:821STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:17:454STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:19:654STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:19:670STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:19:772STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:19:887STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:20:071STACK[AI0] Sync took 0.4013821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:20:072STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:22:755STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:24:953STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:24:973STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:25:070STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:25:203STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:25:354STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:25:354STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:28:254STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:30:471STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:30:507STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:30:674STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:30:890STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:30:973STACK[AI0] Sync took 0.5064816 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:30:973STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:33:554STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:35:754STACK[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()

09:03:35:771STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:35:871STACKGameServerState_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()

09:03:35:987STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:36:154STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:36:154STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:38:804STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:41:004STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:41:021STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:41:121STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:41:571STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:41:688STACK[AI0] Sync took 0.695162 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:41:688STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:44:839STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:47:057STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:47:073STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:47:238STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:47:437STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:47:537STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:47:537STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:50:139STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:52:322STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:52:338STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:52:455STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:52:588STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:52:741STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:52:741STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:56:142STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:57:938STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000F29, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:58:354STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:58:381STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:58:551STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:58:772STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:03:58:866STACK[AI0] Sync took 0.5024781 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:03:58:866STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:01:455STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:03:642STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:03:658STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:03:774STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:03:925STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:04:043STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:04:043STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:04:183STACKEntering 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()

09:04:04:277STACKEntering 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()

09:04:04:292STACKEntering 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()

09:04:06:725STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:08:911STACK[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()

09:04:08:943STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:09:092STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:09:709STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:09:859STACK[AI0] Sync took 0.9514095 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:09:859STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:13:392STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:15:626STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:15:644STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:15:810STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:16:009STACKGameServerState_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()

09:04:16:111STACK[AI0] Sync took 0.5129878 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:16:126STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:16:261STACKBegin encounter simulation ignition 126886

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()

09:04:16:708STACKEnd encounter simulation ignition 126888

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()

09:04:16:745STACKEntering 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()

09:04:16:926STACKEntering 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()

09:04:16:926STACKEntering 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()

09:04:16:998STACKEntering 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()

09:04:17:319STACKEntering 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()

09:04:17:345STACKEntering 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()

09:04:17:345STACKEntering 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()

09:04:17:444STACKEntering 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()

09:04:17:626STACKEntering 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()

09:04:17:657STACKEntering 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()

09:04:17:658STACKEntering 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()

09:04:17:710STACKEntering 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()

09:04:17:710STACKEntering 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()

09:04:17:860STACKEntering 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()

09:04:17:860STACKEntering 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()

09:04:17:960STACKEntering 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()

09:04:19:958STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:22:178STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:22:213STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:22:361STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:22:560STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:22:676STACK[AI0] Sync took 0.5089844 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:22:676STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:26:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:28:223STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:28:240STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:28:339STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:28:454STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:28:639STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:28:639STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:31:872STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:34:090STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:34:105STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:34:243STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:34:373STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:34:488STACK[AI0] Sync took 0.4023828 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:34:489STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:37:306STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:39:505STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:39:545STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:39:710STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:39:922STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:40:005STACK[AI0] Sync took 0.5009773 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:40:005STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:43:488STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:45:744STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:45:757STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:45:852STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:45:986STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:46:102STACK[AI0] Sync took 0.4008814 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:46:102STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:49:119STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:51:321STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:51:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:51:472STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:51:606STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:51:723STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:51:723STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:54:939STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:57:137STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:57:154STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:57:254STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:57:387STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:04:57:537STACK[AI0] Sync took 0.4008827 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:04:57:537STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:00:387STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:02:589STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:02:605STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:02:757STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:02:942STACKGameServerState_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()

09:05:03:088STACK[AI0] Sync took 0.500977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:03:088STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:06:587STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:08:785STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:08:803STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:08:903STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:09:002STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:09:202STACK[AI0] Sync took 0.4008821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:09:202STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:11:308STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000F57, Ticket: 00000BD9, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:12:418STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:14:623STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:14:635STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:14:720STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:14:870STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:15:021STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:15:021STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:18:553STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:20:754STACK[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()

09:05:20:770STACKGameServerState_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()

09:05:20:887STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:21:032STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:21:155STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:21:155STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:24:326STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:24:371STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000F58, [Empire0]: StarSystemGUID: 2216, SystemSupervisorDefinitionName: SystemSupervisorScience

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:24:433STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000F59, [Empire0]: System #2216

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:26:521STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:26:555STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:26:653STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:26:803STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:26:920STACK[AI0] Sync took 0.4013269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:26:920STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:30:621STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:32:821STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:32:843STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:32:954STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:33:020STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:33:104STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:33:206STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:33:320STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:33:432STACK[AI0] Sync took 0.6030736 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:33:432STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:36:704STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:38:904STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:38:926STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:39:019STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:39:134STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:39:304STACK[AI0] Sync took 0.4008809 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:39:304STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:42:854STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:45:070STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:45:088STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:45:187STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:45:312STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:45:470STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:45:470STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:48:804STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:49:413STACKUnload material MonsoonPlanetMat

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()

09:05:49:413STACKUnload material DesertPlanetMat

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()

09:05:49:413STACKUnload material AridPlanetMat

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()

09:05:49:413STACKUnload material GasWaterCloudsPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

09:05:50:652STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:05:51:036STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:51:053STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:51:169STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:51:287STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:51:436STACK[AI0] Sync took 0.4018823 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:51:437STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:53:072STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:05:55:104STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:57:323STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:57:337STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:57:438STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:57:554STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:05:57:721STACK[AI0] Sync took 0.4003806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:05:57:722STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:01:020STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:03:221STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:03:236STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:03:337STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:03:454STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:03:621STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:03:621STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:07:288STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:09:505STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:09:521STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:09:632STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:09:738STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:09:904STACK[AI0] Sync took 0.4003806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:09:904STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:13:108STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:15:322STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:15:337STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:15:454STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:15:604STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:15:721STACK[AI0] Sync took 0.4013811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:15:721STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:19:409STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:21:621STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:21:637STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:21:737STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:21:870STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:22:021STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:22:021STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:23:121STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F60, [Empire0], system guid: 1857, contruction guid: 2335, resource name : EmpireMoney, buyout cost: 3072.879

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:23:551STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F61, [Empire0], system guid: 1857, contruction guid: 2333, resource name : EmpireMoney, buyout cost: 1190.297

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:23:771STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F62, [Empire0], system guid: 1857, contruction guid: 2331, resource name : EmpireMoney, buyout cost: 2848.608

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:23:946STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F63, [Empire0], system guid: 1857, contruction guid: 2329, resource name : EmpireMoney, buyout cost: 2238.225

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:24:121STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F64, [Empire0], system guid: 1857, contruction guid: 2327, resource name : EmpireMoney, buyout cost: 2848.608

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:24:271STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000F65, [Empire0], system guid: 1857, contruction guid: 2290, resource name : EmpireMoney, buyout cost: 1738.7

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:25:188STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:27:388STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:27:405STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:27:504STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:28:046STACKGameServerState_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()

09:06:28:271STACK[AI0] Sync took 0.8748323 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:28:271STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:31:588STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:33:786STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:33:803STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:33:902STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:34:010STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:34:186STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:34:186STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:37:770STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:39:970STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:39:986STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:40:090STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:40:222STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:40:372STACK[AI0] Sync took 0.4013808 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:40:372STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:43:009STACK[SystemDebug] Refresh (3/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:43:009STACK[SystemDebug] Refresh (1/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:43:009STACK[SystemDebug] Refresh (4/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:43:009STACK[SystemDebug] Refresh (6/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:43:009STACKCannot find the ScanViewWindowGuiElement ''

GuiScanViewWindow:Refresh()
ScanNodeLabelsWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:43:471STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:45:671STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:45:689STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:45:788STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:45:938STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:46:087STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:46:087STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:49:304STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:49:853STACK[SystemDebug] Refresh (4/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:853STACK[SystemDebug] Refresh (9/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:853STACK[SystemDebug] Refresh (4/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:854STACK[SystemDebug] Refresh (3/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:854STACK[SystemDebug] Refresh (5/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:854STACK[SystemDebug] Refresh (1/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:854STACK[SystemDebug] Refresh (4/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:49:854STACK[SystemDebug] Refresh (6/11)

ScanViewSystemEmpireRankBar:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemEmpireRankBarGraph:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewSystemOverviewInfoPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:set_ColonizedStarSystem(System.Reflection.ParameterInfo)
StarSystemOverviewScanViewWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

09:06:51:505STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:51:521STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:51:620STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:51:739STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:51:904STACK[AI0] Sync took 0.401382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:51:904STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:54:905STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:57:106STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:57:124STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:57:223STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:57:390STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:06:57:523STACK[AI0] Sync took 0.404385 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:06:57:524STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:01:610STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:03:805STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:03:822STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:03:922STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:04:055STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:04:205STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:04:205STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:07:903STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:10:103STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:10:120STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:10:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:10:353STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:10:503STACK[AI0] Sync took 0.4008802 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:10:504STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:13:786STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:15:986STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:16:003STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:16:130STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:16:323STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:16:539STACK[AI0] Sync took 0.545018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:16:539STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:22:088STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:24:310STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:24:330STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:24:472STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:24:657STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:24:839STACK[AI0] Sync took 0.5375112 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:24:839STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:30:557STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:32:792STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:32:823STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:32:905STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:33:039STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:33:206STACK[AI0] Sync took 0.4183977 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:33:206STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:39:123STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:41:372STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:41:391STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:41:488STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:41:638STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:41:890STACK[AI0] Sync took 0.512987 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:41:891STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:47:571STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:48:604STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:48:707STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:48:752STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:49:789STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:49:813STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:49:936STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:50:105STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:50:202STACK[AI0] Sync took 0.4118915 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:50:202STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:50:665STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:50:686STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:50:742STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:50:804STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:51:237STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:51:252STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:51:273STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:51:273STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:085STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:110STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:179STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:250STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:708STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:728STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:769STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:52:826STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:53:520STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:53:852STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:53:872STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:53:919STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:53:969STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:54:502STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:54:526STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionVenetians.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionVenetians.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:54:571STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:54:621STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

09:07:55:728STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:55:752STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:55:867STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:56:036STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:07:56:121STACK[AI0] Sync took 0.4018826 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:56:121STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:07:59:838STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:02:039STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:02:054STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:02:155STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:02:276STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:02:438STACK[AI0] Sync took 0.400882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:02:438STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:06:172STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:08:372STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:08:387STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:491STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:571STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:655STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:754STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:822STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:08:988STACK[AI0] Sync took 0.6010719 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:08:988STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:12:289STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:14:488STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:14:505STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:14:604STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:14:722STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:14:889STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:14:889STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:18:704STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:20:905STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:20:922STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:21:021STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:21:138STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:21:304STACK[AI0] Sync took 0.4013001 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:21:304STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:25:112STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:27:288STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:27:305STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:27:422STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:27:488STACKGameServerState_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()

09:08:27:572STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:27:687STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:27:805STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:27:989STACK[AI0] Sync took 0.703169 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:27:989STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:31:807STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:34:023STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:34:056STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:34:223STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:34:407STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:34:524STACK[AI0] Sync took 0.5009767 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:34:524STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:37:623STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:39:823STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:39:839STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:39:941STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:40:056STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:40:223STACK[AI0] Sync took 0.4018759 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:40:223STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:43:926STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:46:109STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:46:124STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:238STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:340STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:357STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:457STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:524STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:46:707STACK[AI0] Sync took 0.6010722 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:46:707STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:50:308STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:52:526STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:52:542STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:52:641STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:52:774STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:08:52:947STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:52:947STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:08:58:580STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:00:778STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:00:790STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:00:892STACKGameServerState_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()

09:09:00:992STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:01:183STACK[AI0] Sync took 0.4008811 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:01:183STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:04:820STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:07:020STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:07:049STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:07:153STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:07:303STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:07:421STACK[AI0] Sync took 0.4013821 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:07:421STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:11:253STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:13:454STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:13:471STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:13:570STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:13:704STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:13:854STACK[AI0] Sync took 0.4008815 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:13:854STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:17:456STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:19:656STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:19:673STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:19:773STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:19:906STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:20:056STACK[AI0] Sync took 0.4008812 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:20:056STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:20:683STACK[ChatMessage] RECV: l:/_turn/43 (from 0x12a7ea9).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LoadSaveModalWindow:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LoadSaveModalWindow:OnOverwriteConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MessageBoxWindow:OnValidateCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

09:09:23:959STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:27:742STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:29:942STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:29:966STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:30:075STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:30:241STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:30:347STACK[AI0] Sync took 0.4008818 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:30:347STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:33:558STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:35:758STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:35:773STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:35:889STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:36:007STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:36:157STACK[AI0] Sync took 0.4014405 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:36:157STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:39:793STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:42:066STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:42:083STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:42:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:42:494STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

09:09:42:609STACK[AI0] Sync took 0.5480213 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:42:610STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:48:381STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

09:09:50:056STACKUnbinding 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()

09:09:50:056STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()

09:09:50:056STACK[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()

09:09:50:057STACKUnbinding 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()

09:09:50:057STACKThe Wwise sound engine has been released.

Amplitude.Unity.Audio.AudioManager:ReleaseWwise()
Amplitude.Unity.Audio.AudioManager:OnApplicationQuit()

09:09:50:057STACKOnApplicationQuit

SessionManager:OnApplicationQuit()

09:09:50:057STACKFlushing diagnostics before closing streams...

Amplitude.Unity.Framework.Application:OnApplicationQuit()
EndlessSpace2Application:OnApplicationQuit()