Click on buttons to toggle visability. Click on STACK buttons to toggle visibility of stack traces.
14:12:38:095STACKStarting the application, version is V1.4.4 S3 (64-bit)...
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACKRunning 64-bit mode...
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACKGame directory is "C:\Users\Eric\Documents\Endless Legend".
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACK[Steam] Available game languages are 'english,german,french,italian,spanish,russian,polish', current game language is 'english'.
Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACK[Steam] Steam user id is '0x0110000107a9ded9'.
Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACK[Steam] Steam user name is 'ericace'.
Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACKLoading registry file 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/..\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__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACKRegistry file 'C:\Users\Eric\Documents\Endless Legend\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__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:097STACKLoading registry file 'C:\Users\Eric\Documents\Endless Legend\Users\128573145\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__Iterator28:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2B:MoveNext()
14:12:38:173STACKThe audio manager is activated: creating the fmod event system...
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:173STACKSetting up the fmod system...
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:173STACKInitializing the fmod event system...
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:173STACKLoad fmod data from folder 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/'.
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKPath 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' made relative to working directory 'C:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\..\Public\Audio\'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKRooted path 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' has been made relative into 'EndlessLegend_Data\..\Public\Audio\'.
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKPlaying with 12 downloadable content(s): Collector Edition, Dungeon of the Endless Founder Pack (the Mezari), Shades of Alteration (Halloween), World Generation Presets, Visions of the Unseen (the Eyeless Ones), Endless Day, Guardians, Legendary Buildings and Deeds, Victory Quest, Generation Presets and Dorgeshi Faction, Infiltration, Pillage and Forgotten, Forges of Creation, The Lost Tales, Echoes of Auriga.
DownloadableContentManager+c__IteratorE1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKPlaying with 5 activated downloadable content(s): Dungeon of the Endless Founder Pack (the Mezari), Guardians, Legendary Buildings and Deeds, Infiltration, Pillage and Forgotten, The Lost Tales, Echoes of Auriga.
DownloadableContentManager+c__IteratorE1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKHello 'ericace'!
Amplitude.Unity.Steam.SteamManager+c__Iterator8E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKChanging display settings to 1280x720, 60Hz...
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACK... skipped change because resolution remains the same.
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:176STACKSetting the general quality level to '3'.
Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator97:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:357STACKCurrent game language is 'english'.
Amplitude.Unity.Localization.LocalizationManager+c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:451STACKSetting the post process quality to 'High'.
VideoManager:ApplyAdvancedVideoSettingPostProcessQuality() VideoManager+c__Iterator5C1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:526STACKRuntime configuration is null or empty; using the default module 'Endless Legend' as new configuration.
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:527STACKThe runtime status has changed to 'Loading'.
Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:527STACKLoading runtime module 'Endless Legend'...
Amplitude.Unity.Runtime.Runtime+c__Iterator7E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:527STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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__Iterator2C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:536STACKLoading plugin files for database of type 'AIBoosterManagerDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:536STACKNew audio listener registered: 1 listener(s) registered.
Amplitude.Unity.Audio.AudioManager:RegisterListener(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioReceiver+c__Iterator22:MoveNext()
14:12:38:557STACKLoading plugin files for database of type 'AICommanderMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:701STACKLoading plugin files for database of type 'AIParameterDatatableElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:760STACKLoading plugin files for database of type 'Amplitude.Unity.AI.AIParameterConverter'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:38:779STACKLoading plugin files for database of type 'AICityState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:247STACKLoading plugin files for database of type 'AIArmyMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:256STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentGroupDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:277STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:294STACKLoading plugin files for database of type 'AIHeroSkillSchemeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:347STACKLoading plugin files for database of type 'AIPersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:355STACKLoading plugin files for database of type 'AIRandomPersonalityDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:389STACKLoading plugin files for database of type 'AIStrategicPlanDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:400STACKLoading plugin files for database of type 'AIUnitPatternDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:407STACKLoading plugin files for database of type 'AIMinorEmpireDefConDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:426STACKLoading plugin files for database of type 'AIQuestSolverDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:440STACKLoading plugin files for database of type 'AttitudeFeedbackDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:459STACKLoading plugin files for database of type 'AttitudeStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:474STACKLoading plugin files for database of type 'DeploymentStepDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:491STACKLoading plugin files for database of type 'BattleAnalysisRuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:507STACKLoading plugin files for database of type 'BattleAnalysisModifiers'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:531STACKLoading plugin files for database of type 'AfterBattleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:540STACKLoading plugin files for database of type 'AIEncounterStrategyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:557STACKLoading plugin files for database of type 'AIEncounterSpellAffinityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:574STACKLoading plugin files for database of type 'StrategicNetworkDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:590STACKLoading plugin files for database of type 'ColossusMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:608STACKLoading plugin files for database of type 'Amplitude.Unity.Audio.LayeredEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:39:925STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:015STACKLoading plugin files for database of type 'ArmyAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:021STACKLoading plugin files for database of type 'ApprovalStatus'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:032STACKLoading plugin files for database of type 'AttractivenessRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:129STACKLoading plugin files for database of type 'BattleAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:160STACKLoading plugin files for database of type 'BattleTargetingUnitBehaviorWeight'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:166STACKLoading plugin files for database of type 'BattleTargetingStrategy'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:173STACKLoading plugin files for database of type 'CostReduction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:190STACKLoading plugin files for database of type 'BattleSequence'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:213STACKLoading plugin files for database of type 'BoosterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:223STACKLoading plugin files for database of type 'BoosterGeneratorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:688STACKLoading plugin files for database of type 'ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:752STACKLoading plugin files for database of type 'DepartmentOfIndustry+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:770STACKLoading plugin files for database of type 'DepartmentOfPlanificationAndDevelopment+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:803STACKLoading plugin files for database of type 'DepartmentOfScience+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:810STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:823STACKLoading plugin files for database of type 'DiplomaticRelationScoreModifierDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:840STACKLoading plugin files for database of type 'DiplomaticRelationState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:898STACKLoading plugin files for database of type 'DepartmentOfForeignAffairs+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:908STACKLoading plugin files for database of type 'Faction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:918STACKLoading plugin files for database of type 'FactionAffinity'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:946STACKLoading plugin files for database of type 'FactionTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:40:961STACKLoading plugin files for database of type 'GameModifierDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:063STACKLoading plugin files for database of type 'InfiltrationAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:141STACKLoading plugin files for database of type 'ItemDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:147STACKLoading plugin files for database of type 'LeechDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:159STACKLoading plugin files for database of type 'PathfindingRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:173STACKLoading plugin files for database of type 'PointOfInterestTemplate'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:196STACKLoading plugin files for database of type 'ResourceConverterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:206STACKLoading plugin files for database of type 'ReinforcementTemplate'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:223STACKLoading plugin files for database of type 'Seizure'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:240STACKLoading plugin files for database of type 'TradableCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:259STACKLoading plugin files for database of type 'UnitAbility'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:307STACKLoading plugin files for database of type 'UnitBodyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:417STACKLoading plugin files for database of type 'UnitDesign'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:439STACKLoading plugin files for database of type 'UnitProfile'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:455STACKLoading plugin files for database of type 'UnitProfileNames'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:462STACKLoading plugin files for database of type 'UnitRank'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:496STACKLoading plugin files for database of type 'UnitSkill'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:506STACKLoading plugin files for database of type 'WorldFormation'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:512STACKLoading plugin files for database of type 'GuiSorting'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:523STACKLoading plugin files for database of type 'GuiAttributesDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:41:540STACKLoading plugin files for database of type 'GuiTradeRouteIncomesDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:147STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:162STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:169STACKLoading plugin files for database of type 'GuiCursor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:177STACKLoading plugin files for database of type 'MouseCursorRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:191STACKCursorManager.LoadMouseRules
CursorManager:LoadMouseRules() CursorManager:Update()
14:12:42:191STACKCursorManager.LoadMouseRules success with 15 rules
CursorManager:LoadMouseRules() CursorManager:Update()
14:12:42:191STACKLoading 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__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:207STACKLoading plugin files for database of type 'AnomalyTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:223STACKLoading plugin files for database of type 'BiomeTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:240STACKLoading plugin files for database of type 'Palette'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:257STACKLoading plugin files for database of type 'ResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:288STACKLoading plugin files for database of type 'TerrainTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:295STACKLoading plugin files for database of type 'OrbTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:307STACKLoading plugin files for database of type 'RiverTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:323STACKLoading plugin files for database of type 'BattleFeedbackMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:42:371STACKLoading plugin files for database of type 'Droplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:834STACKLoading plugin files for database of type 'QuestDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:843STACKLoading plugin files for database of type 'SeasonDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:858STACKLoading plugin files for database of type 'SeasonEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:881STACKLoading plugin files for database of type 'PillarDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:891STACKLoading plugin files for database of type 'PillageRewardDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:905STACKLoading plugin files for database of type 'SpellDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:921STACKLoading plugin files for database of type 'WorldEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:929STACKLoading plugin files for database of type 'GameStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:940STACKLoading plugin files for database of type 'GameScoreDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:957STACKLoading plugin files for database of type 'VictoryCondition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:973STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:44:990STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:007STACKLoading plugin files for database of type 'AlterationData'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:108STACKLoading plugin files for database of type 'DefaultFxDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:148STACKLoading plugin files for database of type 'BattleVisualEffects'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:170STACKLoading plugin files for database of type 'OptionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:199STACKLoading plugin files for database of type 'WorldGeneratorScenarioDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:210STACKLoading runtime registry files...
Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKSpent 6.7442686 second(s) loading the module plugins.
Amplitude.Unity.Runtime.Runtime+c__Iterator80:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKRuntime hash key = '5C2AF330AFE408A5BCF49B8F2A69E4B1'.
Amplitude.Unity.Runtime.Runtime+c__Iterator7B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKWaiting for Steam statistics and achievements reception callback...
Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKWaiting for Steam statistics and achievements reception callback...
Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKRuntimeService_RuntimeChange, reloading (null).
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACK(pre) OnGuiSceneStateChange: Loading.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKOnGuiSceneStateChange: Loading.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:221STACKThe runtime status has changed to 'Loaded'.
Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator85:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:45:346STACKSteamClientCallbacks_UserStatsReceivedCallback
Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
14:12:45:346STACK[Achievement] 90 statistics(s) have been loaded.
Amplitude.Unity.Achievement.NetworkAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
14:12:45:346STACK[Achievement] 98 achievement(s) have been loaded.
Amplitude.Unity.Achievement.NetworkAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
14:12:46:116STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:46:116STACK(pre) OnGuiSceneStateChange: Loaded.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:46:116STACKOnGuiSceneStateChange: Loaded.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:12:47:196STACKLaunching trailer 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik'...
RuntimeState_DownloadableContent12Trailer+c__Iterator564:MoveNext() Amplitude.Coroutine:Run() RuntimeState_DownloadableContent12Trailer:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:12:47:196STACKPath 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik' made relative to working directory 'C:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\StreamingAssets\Movies\Trailer\DustToDustTrailer.bik'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:12:47:196STACKRooted path 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik' has been made relative into 'EndlessLegend_Data\StreamingAssets\Movies\Trailer\DustToDustTrailer.bik'.
Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:12:49:790STACKLoading the outgame view...
OutGameView+c__Iterator5D6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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()
14:12:50:151STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView+c__Iterator5D6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:13:52:410STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:13:52:410STACKThe 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()
14:13:52:410STACKThe 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()
14:13:52:410STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4
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()
14:13:52:410STACK[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()
14:13:52:410STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:13:52:410STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4 (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()
14:13:52:410STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:13:52:410STACKOption (name: 'WorldDifficulty') has been control-constrained (new value: 'Easy').
RuntimeState_Lobby:CheckOptionsConstraints() 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()
14:13:52:410STACKOption (name: 'PercentageOfLandmassOverWater') has been control-constrained (new value: '60').
WorldGenerator:CheckWorldGeneratorOptionsConstraints() 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()
14:13:52:411STACKOption (name: 'NumberOfContinents') has been control-constrained (new value: '2to4').
WorldGenerator:CheckWorldGeneratorOptionsConstraints() 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()
14:13:52:411STACKOption (name: 'ForceOceansOnMapEdges') has been control-constrained (new value: 'No').
WorldGenerator:CheckWorldGeneratorOptionsConstraints() 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()
14:13:52:411STACKOption (name: 'IslandsOdds') has been control-constrained (new value: 'Some').
WorldGenerator:CheckWorldGeneratorOptionsConstraints() 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()
14:13:52:411STACK[Lobby] SlotCount: total=6, occupied=1, free=5.
RuntimeState_Lobby:UpdateSlotCount() 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()
14:13:52:411STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51744 (on action 'Created').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:13:52:411STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51748 (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()
14:13:52:411STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:307STACK[SessionState] SessionState_OpenedAndReady.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:326STACK[SessionState] SessionState_OpenedAndCounting.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator5BE:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator5BE:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:360STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:421STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator55:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:421STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000107a9ded9', steamIDUser: '0x0110000107a9ded9'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:421STACK[Net] [GameClient] Got 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()
14:19:31:433STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:445STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:445STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:445STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:19:31:445STACKWaiting 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()
14:19:31:507STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator55:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:507STACKstartInfo.FileName = C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/Amplitude.WorldGenerator.exe
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:507STACKstartInfo.WorkingDirectory = C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:508STACKstartInfo.Arguments = -config "C:\Users\Eric\Documents\Endless Legend\Temporary Files\WorldGeneratorConfiguration.xml"
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:508STACKStarting the world generator process...
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:508STACKThe world generator process has been started (with return value 'True').
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:935STACK[WorldGenerator] [Report?ProcessSettings]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:935STACK[WorldGenerator] [Report?ImportTmxFile]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:935STACK[WorldGenerator] [Report?RegularMapCreation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:31:953STACK[WorldGenerator] [Report?CreateDistricts]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:32:201STACK[WorldGenerator] [Report?CreateContinents]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:34:253STACK[WorldGenerator] [Report?CreateRegions]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:44:103STACK[WorldGenerator] [Report?CreateBiomes]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:44:103STACK[WorldGenerator] [Report?CreateElevations]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:44:336STACK[WorldGenerator] [Report?CreateRivers]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:45:136STACK[WorldGenerator] [Report?CreateTerrains]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:45:152STACK[WorldGenerator] [Report?CreateGeography]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:45:170STACK[WorldGenerator] [Report?CreateResources]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:45:636STACK[WorldGenerator] [Report?CreateEmpires]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:45:885STACK[WorldGenerator] [Report?CreateMinorFactions]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:46:018STACK[WorldGenerator] [Report?CreateInterestPoints]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:46:084STACK[WorldGenerator] [Report?CreateAnomalies]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:46:403STACK[WorldGenerator] [Report?WriteMaps]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:46:803STACK[WorldGenerator] [Report?StartingGeometryGeneration]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:46:851STACK[WorldGenerator] [Report?GeometryGenerating1]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:47:052STACK[WorldGenerator] [Report?GeometryGenerating2]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:51:535STACK[WorldGenerator] [Report?GeometryGenerating3]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:53:669STACK[WorldGenerator] [Report?GeometryGenerating4]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:54:086STACK[WorldGenerator] [Report?GeometryTesselation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:186STACK[WorldGenerator] [Report?SavingGeometry]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:770STACKThe world generator process has exited with code '0'.
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:770STACKThe world generation process has finished.
WorldGenerator+c__Iterator276:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:770STACKThe world generation has ended.
GameManager+c__Iterator266:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:770STACKUsing path to archive: 'C:\Users\Eric\Documents\Endless Legend\Temporary Files\WorldGeneratorOutput.zip'
GameManager+c__Iterator266:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:770STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:844STACKThe world has been loaded (in 0.0720233 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:845STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:852STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:867STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:885STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:901STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:919STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:934STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:953STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:993STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator111:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:57:993STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0392321 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:001STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:019STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:034STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:052STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0010014 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:067STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0.0005016 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:086STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:101STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:119STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0.000501 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:134STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:152STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:167STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:186STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:19:58:201STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKStarting new game with difficulty: Easy, speed: Fast and minor faction difficulty: Easy...
Game+c__Iterator261:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKRegistering new data (name: NumberOfLandRegions, value: 67)
VictoryManager+c__Iterator164:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONREPLICANTS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONWINTERSHIFTERS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKThe 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__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKThe 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__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:594STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:594STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:594STACK[PlayerRepository] Player 'ericace' has been registered (Human/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()
14:20:00:594STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()
14:20:00:594STACK[PlayerRepository] Player 'AI#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:594STACK[PlayerRepository] Player 'AI#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:594STACK[PlayerRepository] Player 'AI#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:595STACK[PlayerRepository] Player 'AI#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:00:595STACKChanging 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()
14:20:00:811STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')
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()
14:20:00:851STACKLoading the world view... loading the camera controller...
WorldView+c__Iterator637:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:851STACKLoading the world view... loading the world renderer...
WorldView+c__Iterator637:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:851STACKLoading the world view... complete!
WorldView+c__Iterator637:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:896STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:896STACKInitializing the render view technique...
WorldView+c__Iterator639:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:00:896STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator60C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:01:548STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator60C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:01:548STACKLoading the render view technique...
WorldView+c__Iterator639:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:01:548STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator618:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'HxDecalManager' has been loaded (in 0.000501 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 1.5389064 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0.0005007 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator5F6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0088877 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0.0015029 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0.0005007 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0020016 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0025054 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0.0010005 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKRoadRenderer.Load start
RoadRenderer+c__Iterator5F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKRoadRenderer.Load end
RoadRenderer+c__Iterator5F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.0005024 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.0010014 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator27D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0.000501 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:694STACKThe ancillary service 'OrbRenderer' has been loaded (in 0.0005007 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:08:807STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:08:807STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:08:963STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:08:963STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:08:963STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD7:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKAIMaster AIPlayer: Lesser Empire 73 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator49:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKRun thread AIPlayer: Lesser Empire 73.
AIPlayer+c__Iterator40:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKSeason change: new season 'Summer', the new season will end at turn 9 (duration: 8 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:812STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:867STACKDiplomatic relation between empire 5 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:868STACKDiplomatic relation between empire 0 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:868STACKDiplomatic relation between empire 5 and empire 1: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:868STACKDiplomatic relation between empire 1 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:883STACKDiplomatic relation between empire 5 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:883STACKDiplomatic relation between empire 2 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:883STACKDiplomatic relation between empire 5 and empire 3: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:884STACKDiplomatic relation between empire 3 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:884STACKDiplomatic relation between empire 5 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:09:884STACKDiplomatic relation between empire 4 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:11:454STACKSkipping interaction because quests have already been triggered (turn: 0, last checked: 0).
VictoryManager:OnBeginTurn() GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:11:455STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:11:455STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator5B8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:11:455STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator5B8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:11:735STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:11:735STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:11:751STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:11:751STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:11:951STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:11:951STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:018STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:018STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:068STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:068STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:151STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:151STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:20:12:251STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:12:349STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:12:349STACKQuestManager: Skipping EventBeginTurn on loading.
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:12:404STACKGameClientState_IntroductionVideo.
GameClientState_IntroductionVideo:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:12:404STACKPlaying introduction video 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik'...
GameClientState_IntroductionVideo:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:12:404STACKPath 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik' made relative to working directory 'C:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\StreamingAssets\Movies\BrokenLords\BrokenLords_Intro.bik'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:20:12:404STACKRooted path 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik' has been made relative into 'EndlessLegend_Data\StreamingAssets\Movies\BrokenLords\BrokenLords_Intro.bik'.
Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:20:14:987STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:246STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:246STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:246STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:935STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:935STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:15:935STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:16:352STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:16:352STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:16:352STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:20:21:638STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:20:21:638STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:29:881STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...
GameServer:Disconnect() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MajorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_MinorEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKOnRelease
AIPlayer:OnRelease() AIPlayer_LesserEmpire:OnRelease() AIPlayer:Release() AIScheduler:Unload() AIScheduler:Release() GameServer:ReleaseAIScheduler() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:881STACKThe game interface (GameClient) has recieved the game change notification: 'Releasing'.
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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKUnloading game; destroying the world view technique...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View: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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKReleasing the current world view technique...
WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View: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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKInsideFramePostProcess.Unload
InsideFramePostProcess:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View: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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKUnloading game; destroying all world patches...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View: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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKGame has been released.
Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:882STACKThe game interface (GameClient) has recieved the game change notification: 'Released'.
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:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:29:948STACKLoading the outgame view...
OutGameView+c__Iterator5D6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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()
14:22:29:948STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuScoreScreen+c__Iterator550:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
14:22:30:129STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView+c__Iterator5D6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:34:143STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:34:143STACKThe 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()
14:22:34:143STACKThe 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()
14:22:34:143STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4
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()
14:22:34:143STACK[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()
14:22:34:143STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:34:143STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4 (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()
14:22:34:143STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:22:34:143STACK[Lobby] SlotCount: total=6, occupied=1, free=5.
RuntimeState_Lobby:UpdateSlotCount() 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()
14:22:34:143STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51744 (on action 'Created').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:34:143STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51748 (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()
14:22:34:144STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:41:026STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:41:026STACKThe 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()
14:22:41:026STACKThe 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()
14:22:41:026STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4
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()
14:22:41:026STACK[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()
14:22:41:026STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:41:026STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 4 (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()
14:22:41:026STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:22:41:028STACK[Lobby] SlotCount: total=6, occupied=1, free=5.
RuntimeState_Lobby:UpdateSlotCount() 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()
14:22:41:028STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51744 (on action 'Created').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
14:22:41:028STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 51748 (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()
14:22:41:028STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:338STACK[SessionState] SessionState_OpenedAndReady.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:355STACK[SessionState] SessionState_OpenedAndCounting.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator5BE:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator5BE:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:372STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:419STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator55:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:419STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000107a9ded9', steamIDUser: '0x0110000107a9ded9'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:419STACK[Net] [GameClient] Got 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()
14:22:43:429STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:438STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:438STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:438STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:22:43:438STACKWaiting 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()
14:22:43:456STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator55:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:456STACKstartInfo.FileName = C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/Amplitude.WorldGenerator.exe
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:456STACKstartInfo.WorkingDirectory = C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:456STACKstartInfo.Arguments = -config "C:\Users\Eric\Documents\Endless Legend\Temporary Files\WorldGeneratorConfiguration.xml"
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:456STACKStarting the world generator process...
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:456STACKThe world generator process has been started (with return value 'True').
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:705STACK[WorldGenerator] [Report?ProcessSettings]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:705STACK[WorldGenerator] [Report?ImportTmxFile]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:705STACK[WorldGenerator] [Report?RegularMapCreation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:722STACK[WorldGenerator] [Report?CreateDistricts]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:43:967STACK[WorldGenerator] [Report?CreateContinents]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:45:850STACK[WorldGenerator] [Report?CreateRegions]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:56:183STACK[WorldGenerator] [Report?CreateBiomes]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:56:183STACK[WorldGenerator] [Report?CreateElevations]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:56:400STACK[WorldGenerator] [Report?CreateRivers]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:100STACK[WorldGenerator] [Report?CreateTerrains]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:117STACK[WorldGenerator] [Report?CreateGeography]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:134STACK[WorldGenerator] [Report?CreateResources]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:600STACK[WorldGenerator] [Report?CreateEmpires]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:783STACK[WorldGenerator] [Report?CreateMinorFactions]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:57:916STACK[WorldGenerator] [Report?CreateInterestPoints]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:58:000STACK[WorldGenerator] [Report?CreateAnomalies]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:58:317STACK[WorldGenerator] [Report?WriteMaps]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:58:600STACK[WorldGenerator] [Report?StartingGeometryGeneration]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:58:651STACK[WorldGenerator] [Report?GeometryGenerating1]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:22:58:850STACK[WorldGenerator] [Report?GeometryGenerating2]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:04:967STACK[WorldGenerator] [Report?GeometryGenerating3]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:07:233STACK[WorldGenerator] [Report?GeometryGenerating4]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:07:767STACK[WorldGenerator] [Report?GeometryTesselation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:134STACK[WorldGenerator] [Report?SavingGeometry]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:667STACKThe world generator process has exited with code '0'.
WorldGenerator+c__Iterator279:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:667STACKThe world generation process has finished.
WorldGenerator+c__Iterator276:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:667STACKThe world generation has ended.
GameManager+c__Iterator266:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:667STACKUsing path to archive: 'C:\Users\Eric\Documents\Endless Legend\Temporary Files\WorldGeneratorOutput.zip'
GameManager+c__Iterator266:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:667STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:713STACKThe world has been loaded (in 0.043847 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:716STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:733STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:750STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:766STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:783STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:800STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:816STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:833STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:870STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator111:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:870STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0342955 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:883STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:899STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:916STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:933STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:950STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:966STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:11:983STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:000STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:015STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:033STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:050STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:066STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:12:083STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator262:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:14:257STACKStarting new game with difficulty: Easy, speed: Fast and minor faction difficulty: Easy...
Game+c__Iterator261:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:14:257STACKRegistering new data (name: NumberOfLandRegions, value: 68)
VictoryManager+c__Iterator164:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:14:257STACKThe 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__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:14:257STACKThe 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__Iterator58:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:14:257STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:257STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:257STACK[PlayerRepository] Player 'ericace' has been registered (Human/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()
14:23:14:257STACK[PlayerRepository] Player 'AI#1' has been registered (AI/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()
14:23:14:258STACK[PlayerRepository] Player 'AI#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:258STACK[PlayerRepository] Player 'AI#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:258STACK[PlayerRepository] Player 'AI#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:258STACK[PlayerRepository] Player 'AI#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:14:258STACKChanging 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()
14:23:14:472STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')
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()
14:23:14:472STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
14:23:14:472STACKInitializing the render view technique...
WorldView+c__Iterator639:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
14:23:14:472STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator60C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__IteratorA1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
14:23:15:072STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator60C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:15:072STACKLoading the render view technique...
WorldView+c__Iterator639:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:15:072STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator618:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:232STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:232STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:232STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:232STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 1.447944 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator5F6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0042469 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0010011 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0010025 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKRoadRenderer.Load start
RoadRenderer+c__Iterator5F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKRoadRenderer.Load end
RoadRenderer+c__Iterator5F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator27D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:233STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator60D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:22:300STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:22:300STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:22:407STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:22:407STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:22:407STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD6:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD7:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKAIMaster AIPlayer: Lesser Empire 74 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorD8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator49:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKRun thread AIPlayer: Lesser Empire 74.
AIPlayer+c__Iterator40:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:003STACKSeason change: new season 'Summer', the new season will end at turn 9 (duration: 8 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:004STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:125STACKDiplomatic relation between empire 2 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:125STACKDiplomatic relation between empire 0 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:125STACKDiplomatic relation between empire 2 and empire 1: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:125STACKDiplomatic relation between empire 1 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:137STACKDiplomatic relation between empire 2 and empire 3: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:137STACKDiplomatic relation between empire 3 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:137STACKDiplomatic relation between empire 2 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:138STACKDiplomatic relation between empire 4 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:138STACKDiplomatic relation between empire 2 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:23:138STACKDiplomatic relation between empire 5 and empire 2: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:24:666STACKSkipping interaction because quests have already been triggered (turn: 0, last checked: 0).
VictoryManager:OnBeginTurn() GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:24:666STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:24:666STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator5B8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:24:666STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator5B8:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:24:900STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:24:900STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:24:900STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:24:900STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:24:949STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:24:949STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:016STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:016STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:083STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:083STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:183STACKThe agent property range value need to be positive for agent NetEmpireMoney (simulation object ).
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:183STACKThe agent property range value need to be positive for agent NetEmpirePrestige (simulation object ).
NetEmpirePrestigeAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpirePrestigeAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
14:23:25:266STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:25:304STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:25:304STACKQuestManager: Skipping EventBeginTurn on loading.
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:25:350STACKGameClientState_IntroductionVideo.
GameClientState_IntroductionVideo:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:25:350STACKPlaying introduction video 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik'...
GameClientState_IntroductionVideo:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:25:351STACKPath 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik' made relative to working directory 'C:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\StreamingAssets\Movies\BrokenLords\BrokenLords_Intro.bik'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:23:25:351STACKRooted path 'C:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/BrokenLords/BrokenLords_Intro.bik' has been made relative into 'EndlessLegend_Data\StreamingAssets\Movies\BrokenLords\BrokenLords_Intro.bik'.
Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext()
14:23:34:717STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:34:735STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator31A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:34:736STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator31A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:23:34:950STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:34:950STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:34:950STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:34:950STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:581STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:581STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:581STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:987STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:987STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:23:35:987STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:24:01:618STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
14:24:52:616STACKCannot find a path from ((34,30)) to ((33,29)).
ArmyActionColonizationWorldPlacementCursor:GeneratePath() ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo) WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo) WorldViewCameraController:RayCastWorld() WorldViewCameraController:Update()
14:25:23:801STACKCannot find a path from ((34,30)) to ((33,29)).
ArmyActionColonizationWorldPlacementCursor:GeneratePath() ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo) WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo) WorldViewCameraController:RayCastWorld() WorldViewCameraController:Update()
14:25:54:051STACKCannot find a path from ((34,30)) to ((33,29)).
ArmyActionColonizationWorldPlacementCursor:GeneratePath() ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo) WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo) WorldViewCameraController:RayCastWorld() WorldViewCameraController:Update()
14:25:55:366STACKCannot find a path from ((34,30)) to ((33,29)).
ArmyActionColonizationWorldPlacementCursor:GeneratePath() ArmyActionColonizationWorldPlacementCursor:WorldCursor_HighlightedWorldPositionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:OnHighlightedWorldPositionChange(System.Reflection.ParameterInfo) WorldCursor:set_HighlightedWorldPosition(System.Reflection.ParameterInfo) WorldViewCameraController:RayCastWorld() WorldViewCameraController:Update()
14:31:29:096STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:29:472STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:32:202STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:32:202STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:31:32:203STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:31:32:203STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:31:32:203STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, 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()
14:31:32:247STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:32:247STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:33:770STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:34:380STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:34:527STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:34:539STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:34:753STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:34:753STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:35:804STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:36:196STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:36:616STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:42:247STACK[Quest,Alert] [MainQuestRovingClans-Chapter1] %RegionNotYetPacified
QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:31:59:998STACKThe construction 1539 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:48:196STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:48:627STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:49:191STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:49:215STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:50:732STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:51:196STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:51:238STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:51:250STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:51:467STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:51:468STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:52:313STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:52:749STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:53:148STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:58:480STACKThe relative position '(1,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:58:480STACKThe relative position '(3,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:32:58:480STACKThe relative position '(2,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:31:178STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:31:585STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:32:245STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:32:271STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:33:802STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:262STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:304STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:304STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:318STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:533STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:34:533STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:35:346STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:35:762STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:36:162STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:35:36:162STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:22:528STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:22:939STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:23:489STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:23:512STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:029STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:528STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:567STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:567STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:577STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:803STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:25:803STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:26:862STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:27:306STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:27:712STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:36:27:712STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:08:795STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:09:213STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:09:907STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:09:932STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:11:447STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:11:928STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:11:969STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:11:969STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:12:002STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:12:196STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:12:196STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:238STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:238STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:238STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:648STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:648STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:13:648STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000462, Ticket: 0000008A, empire: 1, units 852, from: 849, to: 1465,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:14:055STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:23:296STACKThe construction 1651 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:37:34:896STACK[Quest,Alert] [MainQuestBrokenLords-Chapter1] %QuestPrerequisiteNotVerified
QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:23:127STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:23:541STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:23:541STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator18B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:23:541STACK[Desync] 'PointOfInterest#181' has been reattached to 'City#1507' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator18B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:24:103STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:24:128STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:25:649STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:110STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:156STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:156STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:189STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:493STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:493STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:26:493STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:211STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:629STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:629STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:629STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:832STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:27:832STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:39:54:378STACKThe construction 1676 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:02:227STACKPreprocessor failed because the tile (39,24) is not stopable for army 844.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:40:02:227STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:40:09:278STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#0000053F, Ticket: 000000B7, empire: 0, units 847, from: 844, to: 1614,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:30:077STACK[Quest,Alert] [MainQuestBrokenLords-Chapter1] %QuestPrerequisiteNotVerified
QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:160STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:570STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:570STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:570STACK[Desync] 'PointOfInterest#64' has been reattached to 'City#1507' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:570STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingCultists
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:55:570STACK[Desync] 'PointOfInterest#29' has been reattached to 'City#1450' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:56:102STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:56:125STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:57:643STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:210STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:253STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:253STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:286STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:476STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:477STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:58:477STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:512STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:512STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:512STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:512STACKMinor faction (name: 'Hurnas') has been assimilated by empire 4.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:931STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:931STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:931STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:40:59:931STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:00:360STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:00:360STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:50:493STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:51:903STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:52:484STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:52:535STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:54:064STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:54:776STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:54:821STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:54:821STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:54:855STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:55:044STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:55:684STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:076STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:076STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:498STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:498STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:926STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:926STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:41:56:926STACKMinor faction (name: 'Haunts') has been assimilated by empire 2.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:32:326STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:32:729STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:32:729STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:32:729STACK[Desync] 'PointOfInterest#20' has been reattached to 'City#1507' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:33:311STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:33:488STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:33:488STACKSeason change: new season 'Winter', the new season will end at turn 12 (duration: 2 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:33:488STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:062STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:676STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:723STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:723STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:739STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006AE, Ticket: 000000F2, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006AF, Ticket: 000000F3, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006B0, Ticket: 000000F4, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:35:952STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006B1, Ticket: 000000F5, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:614STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:614STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:614STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 74, guid: 1758, level: 0.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 74, guid: 1759, level: 0.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:615STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000006BC, empire: 74, guid: 1758, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:36:632STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000006BE, empire: 74, guid: 1759, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006C5, Ticket: 000000FC, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006C6, Ticket: 000000FD, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006C7, Ticket: 000000FE, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:028STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000006C8, Ticket: 000000FF, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:226STACKLOCKING: AICommanderMission_ColonizationDefault tries to recruit Army assigned to AICommanderMission_BailToCity
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:653STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:653STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:653STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000071F, Ticket: 00000105, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:653STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000720, Ticket: 00000106, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:654STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000721, Ticket: 00000107, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:37:654STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000722, Ticket: 00000108, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:078STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:078STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000729, Ticket: 0000010F, Class: EmpirePlanMilitary Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:078STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000072A, Ticket: 00000110, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:078STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000072B, Ticket: 00000111, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:078STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000072C, Ticket: 00000112, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:079STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:079STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:079STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000731, Ticket: 00000115, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:079STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000732, Ticket: 00000116, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:079STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000733, Ticket: 00000117, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:292STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000737, Ticket: 00000119, empire: 1, units 1672, from: 1735, to: 1465,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:38:493STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:47:629STACKForce level 0 on plan EmpirePlanEconomy
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:42:47:662STACKForce level 1 on plan EmpirePlanEconomy
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:42:50:043STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000744, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:53:860STACKOrderGoToAndMerge Preprocessor. Attacker=1704, Defender=1614.
DepartmentOfTransportation:GoToAndMergePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:42:53:877STACKArmyGoToAndMergeInstruction: lock target 1614.
ArmyGoToAndMergeInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:42:54:893STACKPreprocessor failed because the tile (38,25) is not stopable for army 1704.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:42:54:893STACKArmyGoToAndMergeInstruction: Destination target: 1614
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:42:54:893STACKArmyGoToAndMergeInstruction: Unlock target 1614.
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:42:54:893STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:42:54:893STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000749, empire: 0, units 1676, from: 1704, to: 1614,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:43:14:676STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 74, guid: 1555, level: 0.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:43:14:676STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:43:14:676STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:43:14:701STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000074F, empire: 74, guid: 1555, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:16:475STACKAI elapsedTime - 0.0162179 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:18:965STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:18:965STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:18:965STACK[Desync] 'PointOfInterest#53' has been reattached to 'City#1479' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:19:714STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:19:757STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:21:299STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:21:808STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:21:970STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:21:970STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:21:985STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:22:197STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:22:197STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:22:209STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:22:209STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:23:026STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:23:226STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:23:226STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:23:841STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:23:841STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:24:244STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:24:244STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:44:50:225STACKEmpty default class.... ConstructibleTooltipData
PanelFeatureEffects_DescriptorProvider+c__Iterator3AC:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator74:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator6F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:45:27:459STACKEmpty default class.... ConstructibleTooltipData
PanelFeatureEffects_DescriptorProvider+c__Iterator3AC:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator74:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator6F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:45:52:725STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:53:184STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:53:184STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:53:184STACK[Desync] 'PointOfInterest#245' has been reattached to 'City#1479' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:53:823STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:53:959STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:55:563STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:174STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:258STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:258STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:292STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:477STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:477STACK[AI] Send feedback PeacefulFeedbackPositive from empire 2 send to empire 0 at turn 11.
CommunicationAIHelper:ThrowFeedback() CommunicationAIHelper:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:56:477STACKMinor faction (name: 'EyelessOnes') has been assimilated by empire 5.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:57:093STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:57:508STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:57:508STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:57:508STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:58:133STACKMinor faction (name: 'Urces') has been assimilated by empire 3.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:58:528STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:58:528STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:45:58:528STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:46:11:193STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
14:47:54:741STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:55:144STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:55:841STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:55:954STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:55:954STACKSeason change: new season 'Summer', the new season will end at turn 21 (duration: 8 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:55:954STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:57:514STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:107STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:163STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:163STACKQuest 'SideQuestPOI#0001', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:163STACKQuest 'SideQuestPOI#0006', Timer '$TimeBeforeFailure' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:178STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:397STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:58:397STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:59:240STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:59:240STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:59:441STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:47:59:441STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:075STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:075STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:075STACKThe construction 1848 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:493STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:493STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:00:493STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:36:441STACKEmpty default class.... ConstructibleTooltipData
PanelFeatureEffects_DescriptorProvider+c__Iterator3AC:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator74:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator6F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:48:58:185STACKDiplomatic relation between empire 0 and empire 1: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:58:185STACKDiplomatic relation between empire 1 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:48:58:225STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator31A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:48:58:225STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator340:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator31A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
14:49:13:791STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACK[Desync] 'PointOfInterest#1' has been reattached to 'City#1521' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACK[Desync] 'PointOfInterest#426' has been reattached to 'City#1479' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:14:268STACK[Desync] 'PointOfInterest#47' has been reattached to 'City#1490' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:15:031STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:15:061STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:16:596STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:340STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:400STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:436STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:628STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:628STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:628STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:628STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:17:655STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:18:490STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:18:913STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:19:561STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:19:561STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:19:973STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:19:973STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:49:19:973STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:32:539STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:32:993STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:33:787STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:33:811STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:35:328STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:36:006STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:36:068STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:36:103STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:36:294STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:37:557STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:37:557STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:37:557STACKThe construction 1903 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:38:186STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:38:655STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:38:655STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:39:073STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:50:39:073STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:24:506STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:24:916STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:24:916STACKpointOfInterest.SwapDescriptor from AffinityMappingRageWizards to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:24:916STACK[Desync] 'PointOfInterest#388' has been reattached to 'City#1490' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:25:634STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:25:659STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:27:174STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:27:822STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:27:881STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:27:918STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:28:107STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:28:107STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:28:126STACKThe construction 1929 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:29:357STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:29:357STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:29:774STACKLOCKING: AICommanderMission_ColonizationDefault tries to recruit Army assigned to AICommanderMission_BailToCity
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:004STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:004STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:017STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:017STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:629STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:30:629STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:31:049STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:31:049STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:51:33:756STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000C4C, Ticket: 0000021A, empire: 5, units 872,873, from: 869, to: 1930,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:15:922STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:360STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:360STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:360STACK[Desync] 'PointOfInterest#444' has been reattached to 'City#1817' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:360STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingCultists
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:360STACK[Desync] 'PointOfInterest#184' has been reattached to 'City#1450' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:16:993STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:17:051STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:18:693STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:422STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:472STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:507STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:692STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:693STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:693STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:693STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:927STACKRegister new contract DiplomaticContract 1987 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:19:939STACKContract 1987 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:20:339STACKPreprocessor failed because the tile (59,64) is not stopable for army 1946.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:20:339STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:20:955STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:21:375STACKLOCKING: AICommanderMission_ColonizationDefault tries to recruit Army assigned to AICommanderMission_BailToCity
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:21:376STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000CD9, Ticket: 00000242, empire: 1, units 1672, from: 1811, to: 1465,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:21:585STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:21:585STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:22:197STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:22:197STACKThe construction 1954 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:22:623STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:22:623STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:27:839STACKPreprocessor failed because the tile (29,19) is not stopable for army 1901.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:27:839STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:29:055STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000D1D, Ticket: 00000268, empire: 1, units 852, from: 1901, to: 1945,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:590STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
14:52:40:637STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:637STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:637STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:637STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:637STACKContract 1987 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:52:40:637STACKDiplomaticContract.State = Signed
NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator5AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:36:138STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:36:635STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:37:553STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:37:577STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:39:090STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:39:738STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:39:798STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:39:833STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:40:032STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:40:032STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000DBE, empire: 47, guid: 2007, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:40:032STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000DBF, empire: 46, guid: 2010, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:40:238STACKRegister new contract DiplomaticContract 2014 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:40:238STACKContract 2014 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:41:279STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:41:279STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:41:929STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:42:538STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:42:538STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:43:174STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:43:174STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:43:174STACKMinor faction (name: 'Jotus') has been assimilated by empire 1.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:45:889STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00000E3F, Ticket: 0000029F, empire: 5, units 1731,872,873, from: 1930, to: 1957,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:53:46:711STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_DefenseRoaming:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:54:59:088STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:54:59:503STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:00:131STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:00:155STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:01:678STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:570STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:624STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:661STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:865STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:865STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:865STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000ED2, empire: 35, guid: 2044, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:916STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000ED3, empire: 30, guid: 2047, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:916STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000ED4, empire: 24, guid: 2050, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:916STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000ED5, empire: 10, guid: 2053, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:02:935STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000ED6, empire: 9, guid: 2056, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:03:072STACKRegister new contract DiplomaticContract 2059 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:03:072STACKContract 2059 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:304STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:304STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:925STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:926STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:926STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1CC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:04:926STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfEducation:CreateHero(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1CC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:05:559STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:05:559STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:06:038STACKThe construction 1921 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:55:06:170STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:29:737STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:30:182STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:30:183STACKpointOfInterest.SwapDescriptor from AffinityMappingRovingClans to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:30:183STACK[Desync] 'PointOfInterest#485' has been reattached to 'City#1465' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:31:108STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:31:151STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:32:711STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:654STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:709STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:709STACKRefunding DistrictWonder1 of empire 3 for 62.51249 empire money
DepartmentOfIndustry+c__Iterator17B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:725STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:940STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:940STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:940STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000F90, empire: 52, guid: 2098, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:954STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000F94, Ticket: 000002E1, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:955STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000F95, Ticket: 000002E2, Class: EmpirePlanEconomy Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:955STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000F96, Ticket: 000002E3, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:33:955STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000F97, Ticket: 000002E4, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:34:154STACKRegister new contract DiplomaticContract 2107 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:34:154STACKContract 2107 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:35:604STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:35:604STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FB4, Ticket: 000002F8, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:35:604STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FB5, Ticket: 000002F9, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:35:604STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FB6, Ticket: 000002FA, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:35:604STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FB7, Ticket: 000002FB, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:445STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:445STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:446STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FC8, Ticket: 00000303, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:446STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FC9, Ticket: 00000304, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:446STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FCA, Ticket: 00000305, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:36:446STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FCB, Ticket: 00000306, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:254STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:254STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FDC, Ticket: 0000030F, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:254STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FDD, Ticket: 00000310, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:254STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FDE, Ticket: 00000311, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:254STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FDF, Ticket: 00000312, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:902STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:902STACKOrder preprocessing failed because the empire has not enough 'empire points' (amount required: -50).
DepartmentOfTheInterior:AssimilateFactionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
14:56:37:915STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FEA, Ticket: 0000031A, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:915STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FEB, Ticket: 0000031B, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:37:915STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000FEC, Ticket: 0000031C, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:56:38:539STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:59:14:856STACKForce level 0 on plan EmpirePlanKnowledge
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:59:14:988STACKForce level 1 on plan EmpirePlanKnowledge
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:59:15:321STACKForce level 2 on plan EmpirePlanKnowledge
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:59:16:355STACKForce level 1 on plan EmpirePlanKnowledge
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
14:59:20:969STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001049, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:59:20:969STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000104A, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
14:59:57:252STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:35:052STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:35:598STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:36:389STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:36:414STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:37:944STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:618STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:674STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:714STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:904STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:904STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000109D, empire: 72, guid: 2149, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:919STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:38:919STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:39:319STACKGotoAndAttack Preprocessor. Attacker=864, Defender=2056.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:39:335STACKArmyGoToAndAttackInstruction: lock target 2056.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:352STACKArmyGoToAndAttackInstruction: Attack target: 2056
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:352STACKArmyGoToAndAttackInstruction: Unlock target 2056.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:590STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:590STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:590STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:40:591STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:41:225STACKGotoAndAttack Preprocessor. Attacker=2007, Defender=1957.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:00:41:225STACKOrder preprocessing failed because the defender is moving. Attacker=2007, Defender=1957.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:00:41:435STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:41:435STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:42:068STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:42:068STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:42:669STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:42:669STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:42:669STACKThe construction 2127 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:43:068STACKGotoAndAttack Preprocessor. Attacker=2007, Defender=1957.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:43:085STACKArmyGoToAndAttackInstruction: lock target 1957.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:43:486STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_ConvertVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:43:486STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_ConvertVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:44:091STACKArmyGoToAndAttackInstruction: Attack target: 1957
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:44:092STACKArmyGoToAndAttackInstruction: Unlock target 1957.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:44:150STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:00:44:150STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:00:45:875STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:45:876STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:00:46:077STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00001184, Ticket: 0000037A, empire: 1, units 1815, from: 1988, to: 2108,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:45:501STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACK[Desync] 'PointOfInterest#187' has been reattached to 'City#1521' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACK[Desync] 'PointOfInterest#78' has been reattached to 'City#1870' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:004STACK[Desync] 'PointOfInterest#208' has been reattached to 'City#1908' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:46:756STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:47:104STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:47:104STACKSeason change: new season 'Winter', the new season will end at turn 25 (duration: 3 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:47:104STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:48:773STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:452STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:509STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:523STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:745STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:745STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:745STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011E2, empire: 65, guid: 2169, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:763STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011E3, empire: 56, guid: 2172, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:780STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011E4, empire: 22, guid: 2175, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:49:804STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011E5, empire: 20, guid: 2178, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:50:802STACKOrder preprocessing failed because the target army world position is not valid.
DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:51:194STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:51:194STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:52:019STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:52:852STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:52:852STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:53:672STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:53:672STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:01:53:672STACKMinor faction (name: 'Jotus') has been assimilated by empire 2.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:02:18:686STACKThe construction 2195 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:417STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:859STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:859STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:859STACK[Desync] 'PointOfInterest#85' has been reattached to 'City#2022' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:859STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:05:859STACK[Desync] 'PointOfInterest#87' has been reattached to 'City#1870' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:06:647STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:06:676STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:08:314STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:000STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:060STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:060STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:102STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:289STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:290STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:09:290STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001352, empire: 64, guid: 2206, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:10:947STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:10:947STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:11:984STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:11:984STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:005STACKThe relative position '(-1,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:005STACKThe relative position '(1,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:005STACKThe relative position '(3,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:005STACKThe relative position '(0,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:006STACKThe relative position '(2,-2)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:006STACKThe relative position '(1,-1)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:006STACKThe relative position '(3,-1)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:006STACKThe relative position '(2,-1)' is not valid.
BattleEncounter:FindReinforcementPoints(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Deploy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEncounter:Join(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:12:802STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:13:648STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:04:16:381STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#0000145A, Ticket: 00000407, empire: 1, units 1953, from: 2181, to: 1465,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:33:752STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:34:191STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:34:947STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:34:975STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:36:506STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:216STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:277STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:277STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:291STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:503STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:503STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:503STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014BB, empire: 68, guid: 2228, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:522STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014BC, empire: 48, guid: 2231, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:539STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014BD, empire: 28, guid: 2234, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:37:555STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000014BE, empire: 12, guid: 2237, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:38:750STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:39:388STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:39:816STACKPreprocessor failed because the tile (29,13) is not stopable for army 1945.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:39:816STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:40:431STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:40:431STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:40:431STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00001501, Ticket: 00000438, empire: 3, units 1774,1775, from: 2240, to: 1490,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:40:833STACKGotoAndAttack Preprocessor. Attacker=2172, Defender=1945.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:05:40:850STACKArmyGoToAndAttackInstruction: lock target 1945.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:459STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:459STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:459STACKThe construction 2215 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:870STACKArmyGoToAndAttackInstruction: Attack target: 1945
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:871STACKArmyGoToAndAttackInstruction: Unlock target 1945.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:930STACKBefore 1465 to 0: 1st Gold Karwan (1945) at -1 Inolya (2069) at 0 1st Silver Karwan (2108) at 1 Rayit (1465) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:930STACKAfter: 1st Gold Karwan (1945) at -1 Inolya (2069) at 1 1st Silver Karwan (2108) at 2 Rayit (1465) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:930STACKBefore 2108 to 1: 1st Gold Karwan (1945) at -1 Inolya (2069) at 1 1st Silver Karwan (2108) at 2 Rayit (1465) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:41:930STACKAfter: 1st Gold Karwan (1945) at -1 Inolya (2069) at 2 1st Silver Karwan (2108) at 1 Rayit (1465) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:42:303STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:42:303STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:42:704STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00001583, Ticket: 00000450, empire: 1, units 1867,1815, from: 2108, to: 1945,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:05:42:718STACKThe construction 2220 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:165STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACK[Desync] 'PointOfInterest#443' has been reattached to 'City#1817' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACKpointOfInterest.SwapDescriptor from AffinityMappingRageWizards to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACK[Desync] 'PointOfInterest#406' has been reattached to 'City#1870' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:13:617STACK[Desync] 'PointOfInterest#30' has been reattached to 'City#1692' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:14:392STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:14:452STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:15:989STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:16:882STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:16:943STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:16:943STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:16:963STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:17:170STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:17:170STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001612, empire: 53, guid: 2292, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:17:190STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001613, empire: 51, guid: 2295, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:18:232STACKGotoAndAttack Preprocessor. Attacker=2175, Defender=859.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:18:249STACKArmyGoToAndAttackInstruction: lock target 859.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:19:069STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:19:069STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:105STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:105STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:249STACKArmyGoToAndAttackInstruction: Attack target: 859
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:249STACKArmyGoToAndAttackInstruction: Unlock target 859.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:336STACKBefore 2242 to 0: 1st Rigor Circle (859) at -1 1st Atonement Circle (2109) at 0 1st Expiation Circle (2242) at 1
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:336STACKAfter: 1st Rigor Circle (859) at -1 1st Atonement Circle (2109) at 1 1st Expiation Circle (2242) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:20:533STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:21:151STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:21:151STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:21:966STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:21:966STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:24:752STACKBefore 2252 to 0: 1st Gold Karwan (1945) at -1 Inolya (2069) at 0 Calal (2252) at 1
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:24:752STACKAfter: 1st Gold Karwan (1945) at -1 Inolya (2069) at 1 Calal (2252) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:07:25:957STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#0000174C, Ticket: 000004B1, empire: 5, units 1892,1893, from: 2211, to: 1957,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:00:083STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:00:614STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:01:623STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:01:792STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:01:792STACKSeason change: new season 'Summer', the new season will end at turn 37 (duration: 11 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:01:792STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:01:884STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:10:01:885STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:10:03:470STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:215STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:294STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:294STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:339STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:518STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:518STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:518STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000017AE, empire: 50, guid: 2321, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:532STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:532STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:728STACKRegister new contract DiplomaticContract 2325 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:728STACKContract 2325 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:755STACKDiplomatic relation between empire 2 and empire 1: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:755STACKDiplomatic relation between empire 2 and empire 1: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:755STACKDiplomatic relation between empire 1 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:755STACKDiplomatic relation between empire 1 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:04:755STACKContract 2325 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:05:565STACKGotoAndAttack Preprocessor. Attacker=864, Defender=2178.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:10:05:565STACKGotoAndAttack Preprocessor. Attacker=2178, Defender=864.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:05:565STACKOrder preprocessing failed because the defender is moving. Attacker=2178, Defender=864.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:05:565STACKGotoAndAttack Preprocessor. Attacker=2206, Defender=1614.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:05:582STACKArmyGoToAndAttackInstruction: lock target 2178.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:05:582STACKArmyGoToAndAttackInstruction: lock target 1614.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:06:183STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:06:183STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:06:598STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:06:598STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:07:232STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:07:582STACKArmyGoToAndAttackInstruction: Attack target: 2178
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:07:582STACKArmyGoToAndAttackInstruction: Unlock target 2178.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:07:583STACKArmyGoToAndAttackInstruction: Attack target: 1614
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:07:583STACKArmyGoToAndAttackInstruction: Unlock target 1614.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:08:286STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:08:286STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:08:286STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:08:318STACKThe construction 2307 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:09:098STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:10:10:582STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:10:10:582STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:13:27:131STACKThe construction 2351 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:48:663STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:48:663STACKTimeout: Tickables NeedTick: AICommanderMission_RoamingDefault,,
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:48:663STACKAI elapsedTime - 5.0161257 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:118STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:118STACKpointOfInterest.SwapDescriptor from AffinityMappingNecrophages to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:119STACK[Desync] 'PointOfInterest#405' has been reattached to 'City#1507' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:119STACKpointOfInterest.SwapDescriptor from AffinityMappingNecrophages to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:119STACK[Desync] 'PointOfInterest#381' has been reattached to 'City#1908' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:785STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:49:813STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:51:342STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:51:546STACK[Net,Client] Dropped order OrderGoTo (GameClientState_Turn_Dump_Finished)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo) ArmyWorldCursor:ValidatePath() ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
15:14:52:279STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:351STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:351STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 5.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:368STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:585STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:585STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:585STACK[AI] Send feedback CommonFriendFeedbackPositive from empire 1 send to empire 0 at turn 26.
CommunicationAIHelper:ThrowFeedback() CommunicationAIHelper:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:585STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A1E, empire: 71, guid: 2360, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:619STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A1F, empire: 60, guid: 2363, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:619STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A20, empire: 59, guid: 2366, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:619STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A21, empire: 42, guid: 2369, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:636STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001A22, empire: 37, guid: 2372, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:801STACKRegister new contract DiplomaticContract 2377 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:801STACKContract 2377 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:827STACKDiplomatic relation between empire 2 and empire 3: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:827STACKDiplomatic relation between empire 2 and empire 3: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:827STACKDiplomatic relation between empire 3 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:827STACKDiplomatic relation between empire 3 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:52:827STACKContract 2377 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:53:650STACKGotoAndAttack Preprocessor. Attacker=2242, Defender=1759.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:14:53:650STACKOrder preprocessing failed because the defender is moving. Attacker=2242, Defender=1759.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:14:54:071STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_PacifyVillage
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:54:520STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:55:546STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:55:546STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:56:596STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:56:596STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:57:648STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:57:696STACKDiplomatic relation between empire 3 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:57:696STACKDiplomatic relation between empire 4 and empire 3: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator58F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:14:58:696STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:15:00:681STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction:OnStartNegotiationCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
15:15:00:716STACKRegister new contract DiplomaticContract 2390 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:01:930STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
15:16:35:414STACKThe construction 2392 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:53:429STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:53:882STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:53:882STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:53:882STACK[Desync] 'PointOfInterest#48' has been reattached to 'City#2336' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:54:588STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:54:617STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:56:136STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:012STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:076STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:076STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 6.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:091STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:317STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:318STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:318STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001BA7, empire: 58, guid: 2403, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:318STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001BA8, empire: 55, guid: 2406, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:318STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001BA9, empire: 38, guid: 2409, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:339STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001BAA, empire: 34, guid: 2412, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:339STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001BAB, empire: 25, guid: 2415, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:505STACKRegister new contract DiplomaticContract 2418 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:505STACKRegister new contract DiplomaticContract 2419 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:522STACKContract 2418 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:522STACKContract 2419 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:57:540STACKContract 2418 pass from state Proposed to state Refused.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:58:566STACKGotoAndAttack Preprocessor. Attacker=854, Defender=2047.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:58:579STACKArmyGoToAndAttackInstruction: lock target 2047.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:217STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:217STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:595STACKArmyGoToAndAttackInstruction: Attack target: 2047
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:595STACKArmyGoToAndAttackInstruction: Unlock target 2047.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:816STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:816STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:16:59:816STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:00:412STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:00:412STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:01:464STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:01:464STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:01:464STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:01:464STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:02:279STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:17:02:279STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:17:02:497STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:02:497STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:03:552STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator202:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:03:552STACK[Desync] 'PointOfInterest#55' has been reattached to 'City#2443' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:UpdatePointOfInterestImprovement(System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizeProcessor_CreateCity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator202:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:04:780STACKPreprocessor failed because the tile (23,77) is not stopable for army 2242.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:04:780STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:17:06:265STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:17:06:265STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:17:07:062STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00001D4E, Ticket: 000006D9, empire: 3, units 2017, from: 2109, to: 2242,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:18:17:046STACKThe construction 2458 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:261STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:736STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:736STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:736STACK[Desync] 'PointOfInterest#62' has been reattached to 'City#2336' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:736STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:36:736STACK[Desync] 'PointOfInterest#17' has been reattached to 'City#2069' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:37:433STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:37:463STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:38:986STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:39:943STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:011STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:012STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 7.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:012STACKQuest 'SideQuestPOI#0006', Timer '$TimeBeforeFailure' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:026STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:255STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:40:255STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001DEE, empire: 45, guid: 2471, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:41:927STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:42:338STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:42:338STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:43:386STACKGotoAndAttack Preprocessor. Attacker=2228, Defender=1945.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:43:386STACKOrder preprocessing failed because the defender is moving. Attacker=2228, Defender=1945.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:43:609STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:43:609STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:44:900STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:45:277STACKGotoAndAttack Preprocessor. Attacker=2378, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:45:278STACKOrder preprocessing failed because the defender is moving. Attacker=2378, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:45:444STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:20:45:444STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:20:45:929STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:45:929STACKThe construction 2389 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:20:46:111STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:20:46:111STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:20:52:860STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00001EE3, Ticket: 0000075A, empire: 1, units 1954, from: 2420, to: 1945,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:21:18:112STACKThe construction 2391 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:07:394STACKThe construction 2489 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:10:726STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:11:183STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:12:145STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:12:173STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:13:701STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:476STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:544STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:544STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:544STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 8.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:544STACKQuest 'SideQuestPOI#0006', Timer '$TimeBeforeFailure' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:586STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F36, Ticket: 00000760, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F37, Ticket: 00000761, Class: EmpirePlanEconomy Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F38, Ticket: 00000762, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:14:780STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F39, Ticket: 00000763, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:15:817STACKGotoAndAttack Preprocessor. Attacker=2378, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:15:829STACKArmyGoToAndAttackInstruction: lock target 2243.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:228STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=989 for GenericCommander Priority 0.447278
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F7C, Ticket: 00000782, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F7D, Ticket: 00000783, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F7E, Ticket: 00000784, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:16:656STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001F7F, Ticket: 00000785, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:17:844STACKArmyGoToAndAttackInstruction: Attack target: 2243
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:17:844STACKArmyGoToAndAttackInstruction: Unlock target 2243.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:022STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:022STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:048STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FA7, Ticket: 00000791, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:048STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FA8, Ticket: 00000792, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:048STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FA9, Ticket: 00000793, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:049STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FAA, Ticket: 00000794, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:070STACKCannot set active quest (name: 'SideQuestPOI#0006') because it is no longer in progress (state: 'Completed')
QuestJournal:set_ActiveQuest(System.Reflection.ParameterInfo) QuestJournal:Complete(System.Reflection.ParameterInfo) GameClient+c__Iterator57A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:18:909STACKThe construction 2478 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:593STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:23:19:593STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:23:19:959STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:959STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:959STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FFD, Ticket: 000007AD, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:959STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FFE, Ticket: 000007AE, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:959STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001FFF, Ticket: 000007AF, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:19:959STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002000, Ticket: 000007B0, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202D, Ticket: 000007C2, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202E, Ticket: 000007C3, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000202F, Ticket: 000007C4, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:20:997STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002030, Ticket: 000007C5, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:28:676STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002062, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:23:28:676STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00002063, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:175STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACKpointOfInterest.SwapDescriptor from AffinityMappingRovingClans to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACK[Desync] 'PointOfInterest#473' has been reattached to 'City#2069' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACK[Desync] 'PointOfInterest#75' has been reattached to 'City#2252' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:40:676STACK[Desync] 'PointOfInterest#183' has been reattached to 'City#1692' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:41:614STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:41:643STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:43:182STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:43:991STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:061STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:061STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:061STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 9.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:081STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:310STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:310STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:310STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002100, empire: 30, guid: 2551, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:310STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002101, empire: 24, guid: 2554, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:327STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:44:327STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:46:199STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:46:200STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:46:200STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:46:220STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:46:220STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:47:464STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:47:664STACKGotoAndAttack Preprocessor. Attacker=1945, Defender=2169.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:26:47:679STACKArmyGoToAndAttackInstruction: lock target 2169.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:48:495STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:48:495STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:48:708STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:49:560STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:49:691STACKArmyGoToAndAttackInstruction: Attack target: 2169
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:49:691STACKArmyGoToAndAttackInstruction: Unlock target 2169.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:26:49:741STACKPreprocessor failed because the tile (18,15) is not passable for army 2295.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:26:49:741STACKPreprocessor failed because the tile (18,15) is not stopable for army 2295.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:26:49:741STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:26:50:608STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:28:20:591STACKGotoAndAttack Preprocessor. Attacker=1920, Defender=2366.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:20:608STACKArmyGoToAndAttackInstruction: lock target 2366.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:28:22:608STACKPreprocessor failed because the tile (32,34) is not passable for army 1920.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:22:608STACKPreprocessor failed because the tile (32,34) is not stopable for army 1920.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:22:608STACKArmyGoToAndAttackInstruction: Attack target: 2366
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:22:608STACKArmyGoToAndAttackInstruction: Unlock target 2366.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:22:608STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:28:30:350STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo) NotificationPanelEncounterSetup+c__Iterator350:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
15:30:06:258STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.
Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MecanimEventEmitter:Update()
15:30:48:007STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.
Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MecanimEventEmitter:Update()
15:32:45:272STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:45:902STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:45:903STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:45:903STACK[Desync] 'PointOfInterest#702' has been reattached to 'City#1465' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:45:903STACKpointOfInterest.SwapDescriptor from AffinityMappingRovingClans to AffinityMappingRovingClans
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:45:903STACK[Desync] 'PointOfInterest#474' has been reattached to 'City#2069' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:46:573STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:46:605STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:48:131STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:48:972STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:042STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:042STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:042STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 10.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator5B0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:062STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:273STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:273STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:889STACKGotoAndAttack Preprocessor. Attacker=2044, Defender=854.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:49:906STACKArmyGoToAndAttackInstruction: lock target 854.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:50:906STACKArmyGoToAndAttackInstruction: Attack target: 854
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:50:906STACKArmyGoToAndAttackInstruction: Unlock target 854.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:51:182STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:51:182STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:52:087STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:52:087STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:52:465STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:52:465STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:53:558STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:54:628STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:54:628STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:54:846STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 74, guid: 2602, level: 1.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 74, guid: 2604, level: 1.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:327STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002464, empire: 74, guid: 2602, level: 1
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:350STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002466, empire: 74, guid: 2604, level: 1
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:32:56:906STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:56:906STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:57:156STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:57:156STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:57:988STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:32:57:988STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:33:08:456STACKOrderGoToAndMerge Preprocessor. Attacker=1920, Defender=1614.
DepartmentOfTransportation:GoToAndMergePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:33:08:473STACKArmyGoToAndMergeInstruction: lock target 1614.
ArmyGoToAndMergeInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:09:493STACKPreprocessor failed because the tile (33,31) is not stopable for army 1920.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:33:09:493STACKArmyGoToAndMergeInstruction: Destination target: 1614
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:33:09:493STACKArmyGoToAndMergeInstruction: Unlock target 1614.
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:33:09:493STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:33:09:493STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#000024A3, empire: 0, units 2274,1676, from: 1920, to: 1614,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:13:689STACKThe construction 2534 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:46:957STACKThe construction 2612 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:121STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:611STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:611STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:612STACK[Desync] 'PointOfInterest#12' has been reattached to 'City#2425' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:612STACKpointOfInterest.SwapDescriptor from AffinityMappingRageWizards to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:58:612STACK[Desync] 'PointOfInterest#407' has been reattached to 'City#1870' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:59:443STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:33:59:506STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:01:031STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:01:855STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:068STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:137STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:297STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:310STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:310STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:496STACKRegister new contract DiplomaticContract 2646 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:496STACKRegister new contract DiplomaticContract 2647 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:512STACKContract 2646 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:512STACKContract 2647 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:538STACKDiplomatic relation between empire 2 and empire 5: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:538STACKDiplomatic relation between empire 2 and empire 5: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:538STACKDiplomatic relation between empire 5 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:538STACKDiplomatic relation between empire 5 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:02:538STACKContract 2646 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:03:526STACKGotoAndAttack Preprocessor. Attacker=2378, Defender=2602.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:34:03:538STACKArmyGoToAndAttackInstruction: lock target 2602.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:04:162STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:04:162STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:04:162STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:04:162STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:406STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:406STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:555STACKArmyGoToAndAttackInstruction: Attack target: 2602
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:555STACKArmyGoToAndAttackInstruction: Unlock target 2602.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:935STACKPosting order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#00000000.
QuestBehaviourTreeNode_Action_DestroyArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Encounter:OnEncounterStateChange(System.Reflection.ParameterInfo) Encounter:set_EncounterState(System.Reflection.ParameterInfo) GameClient+c__Iterator586:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:05:935STACKProcess order: [Order] OrderDestroyArmy::DepartmentOfDefense/OrderDestroyArmy#0000258D.
DepartmentOfDefense+c__Iterator197:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:06:455STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:06:455STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:07:488STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:08:524STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:08:524STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:34:44:405STACKEmpty default class.... ConstructibleTooltipData
PanelFeatureEffects_DescriptorProvider+c__Iterator3AC:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator74:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator6F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
15:37:50:769STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:51:222STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:51:222STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:51:222STACK[Desync] 'PointOfInterest#193' has been reattached to 'City#2425' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:51:222STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingNecrophages
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:51:222STACK[Desync] 'PointOfInterest#392' has been reattached to 'City#1692' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:52:145STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:52:174STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:53:711STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:636STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:705STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:706STACKRefunding DistrictWonder2 of empire 3 for 192.825 empire money
DepartmentOfIndustry+c__Iterator17B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:726STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:942STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:942STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:942STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002669, empire: 56, guid: 2683, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:54:960STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000266A, empire: 46, guid: 2686, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:56:603STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:56:603STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:520STACKBefore 1490 to 0: 1st Expiation Circle (2242) at -1 1st Rigor Circle (2378) at 0 1st Atonement Circle (2690) at 1 Ralian (1490) at 2 Echime (2443) at 3
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:520STACKAfter: 1st Expiation Circle (2242) at -1 1st Rigor Circle (2378) at 1 1st Atonement Circle (2690) at 2 Ralian (1490) at 0 Echime (2443) at 4
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:520STACKBefore 2443 to 2: 1st Expiation Circle (2242) at -1 1st Rigor Circle (2378) at 1 1st Atonement Circle (2690) at 2 Ralian (1490) at 0 Echime (2443) at 4
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:520STACKAfter: 1st Expiation Circle (2242) at -1 1st Rigor Circle (2378) at 1 1st Atonement Circle (2690) at 3 Ralian (1490) at 0 Echime (2443) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:866STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:57:866STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:58:886STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:37:59:950STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:38:00:752STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:38:00:752STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:40:44:603STACKThe construction 2701 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:25:551STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:27:093STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:27:093STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator18B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:27:093STACK[Desync] 'PointOfInterest#827' has been reattached to 'City#2336' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator18B:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:27:948STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:27:979STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:29:510STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:535STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:611STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:660STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:845STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:845STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:845STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002818, empire: 35, guid: 2715, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:879STACKRegister new contract DiplomaticContract 2725 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator57B:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:30:879STACKContract 2725 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:32:511STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:32:718STACKGotoAndAttack Preprocessor. Attacker=2415, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:32:737STACKArmyGoToAndAttackInstruction: lock target 2243.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:32:918STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:34:398STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:34:398STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:34:753STACKArmyGoToAndAttackInstruction: Attack target: 2243
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:34:753STACKArmyGoToAndAttackInstruction: Unlock target 2243.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:35:444STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:36:002STACKPreprocessor failed because the tile (49,68) is not stopable for army 2686.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:41:36:002STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:41:36:257STACKGotoAndAttack Preprocessor. Attacker=1945, Defender=2292.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:41:36:269STACKArmyGoToAndAttackInstruction: lock target 2292.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:36:469STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:36:668STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:37:289STACKGotoAndAttack Preprocessor. Attacker=2415, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:37:289STACKOrder preprocessing failed because the defender is moving. Attacker=2415, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:37:502STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:39:285STACKArmyGoToAndAttackInstruction: Attack target: 2292
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:39:285STACKArmyGoToAndAttackInstruction: Unlock target 2292.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:687STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator341:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext() UnityEngine.MonoBehaviour: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.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, 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:LateUpdate()
15:41:50:745STACKDiplomatic relation between empire 1 and empire 0: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:745STACKDiplomatic relation between empire 1 and empire 0: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:745STACKDiplomatic relation between empire 0 and empire 1: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:745STACKDiplomatic relation between empire 0 and empire 1: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:745STACKContract 2725 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator570:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:41:50:745STACKDiplomaticContract.State = Signed
NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator5AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:44:00:184STACKOrderGoToAndMerge Preprocessor. Attacker=2746, Defender=1614.
DepartmentOfTransportation:GoToAndMergePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:44:00:201STACKArmyGoToAndMergeInstruction: lock target 1614.
ArmyGoToAndMergeInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:44:02:205STACKPreprocessor failed because the tile (36,33) is not stopable for army 2746.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:44:02:205STACKArmyGoToAndMergeInstruction: Destination target: 1614
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:44:02:205STACKArmyGoToAndMergeInstruction: Unlock target 1614.
ArmyGoToAndMergeInstruction:OnStopMoving() ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo) DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:44:02:205STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:44:02:206STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#000029F4, empire: 0, units 2701, from: 2746, to: 1614,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:44:13:017STACKThe construction 2747 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:18:916STACKAI elapsedTime - 0.0673753 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:19:434STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:20:186STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:20:214STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:21:754STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:599STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:673STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:717STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:907STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:907STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:907STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002A33, empire: 27, guid: 2759, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:925STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002A34, empire: 26, guid: 2762, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:945STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:945STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:22:945STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator5AA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:23:732STACKGotoAndAttack Preprocessor. Attacker=2321, Defender=1614.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:46:23:749STACKArmyGoToAndAttackInstruction: lock target 1614.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:349STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:350STACKGotoAndAttack Preprocessor. Attacker=2415, Defender=2243.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:366STACKArmyGoToAndAttackInstruction: lock target 2243.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:24:775STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:25:403STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:25:749STACKArmyGoToAndAttackInstruction: Attack target: 1614
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:25:749STACKArmyGoToAndAttackInstruction: Unlock target 1614.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:25:868STACKGotoAndAttack Preprocessor. Attacker=2237, Defender=864.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:25:895STACKArmyGoToAndAttackInstruction: lock target 864.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:26:017STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:26:382STACKArmyGoToAndAttackInstruction: Attack target: 2243
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:26:382STACKArmyGoToAndAttackInstruction: Unlock target 2243.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:26:899STACKArmyGoToAndAttackInstruction: Attack target: 864
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:26:899STACKArmyGoToAndAttackInstruction: Unlock target 864.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:27:532STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:46:27:532STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:46:28:332STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:28:333STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:29:365STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:46:32:765STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo) NotificationPanelEncounterSetup+c__Iterator350:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA4:MoveNext()
15:46:33:983STACKPreprocessor failed because the tile (50,68) is not stopable for army 2010.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:46:33:983STACKMove has been canceled.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.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()
15:46:39:016STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00002BD8, Ticket: 00000A80, empire: 5, units 2558, from: 2769, to: 2326,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:47:00:638STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldCursor:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorClick(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
15:51:43:231STACKThe construction 2794 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:53:43:801STACKMinor faction (name: 'Haunts') has been assimilated by empire 0.
DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator1FD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:379STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:379STACKTimeout: Tickables NeedTick: AICommanderMission_PacifyVillage,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:379STACKAI elapsedTime - 5.0144757 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:901STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:901STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:901STACK[Desync] 'PointOfInterest#723' has been reattached to 'City#2782' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACK[Desync] 'PointOfInterest#700' has been reattached to 'City#1479' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACK[Desync] 'PointOfInterest#741' has been reattached to 'City#1817' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACK[Desync] 'PointOfInterest#428' has been reattached to 'City#2425' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingCultists
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:01:902STACK[Desync] 'PointOfInterest#185' has been reattached to 'City#1450' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:02:676STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:02:704STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:04:242STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:312STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:387STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:400STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:620STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:620STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002DC0, empire: 61, guid: 2808, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:637STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002DC1, empire: 7, guid: 2811, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:05:637STACKThe construction 2814 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator177:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:07:500STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:07:500STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:08:751STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:08:751STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:08:751STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:08:751STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:09:407STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:54:09:408STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:54:09:785STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:10:829STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:11:664STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00002EFE, Ticket: 00000C40, empire: 5, units 2298,2299, from: 2590, to: 2780,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:11:712STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:54:11:712STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:54:11:879STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:11:879STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:15:046STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#00002F28, Ticket: 00000C55, empire: 5, units 2101,2102,2558, from: 2326, to: 2727,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:54:44:630STACKThe construction 2837 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:55:15:399STACKThe construction 2662 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:49:428STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:50:077STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:50:077STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:50:077STACK[Desync] 'PointOfInterest#429' has been reattached to 'City#2425' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:50:855STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:51:138STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:51:138STACKSeason change: new season 'Winter', the new season will end at turn 40 (duration: 2 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator5B9:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:51:138STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator574:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:52:781STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:53:827STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:53:905STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:53:928STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:54:144STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:54:144STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:54:144STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002F7D, empire: 65, guid: 2847, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:54:172STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002F7F, empire: 22, guid: 2851, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:54:172STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002F80, empire: 21, guid: 2854, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:56:261STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:56:261STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:57:514STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:57:514STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:58:784STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:58:784STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:56:59:811STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:57:00:510STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:57:00:511STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
15:57:00:844STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
15:57:00:844STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:00:36:661STACKThe construction 2838 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:45:138STACKAI elapsedTime - 0.0164636 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:45:654STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:45:654STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingRageWizards
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:45:654STACK[Desync] 'PointOfInterest#760' has been reattached to 'City#1490' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:46:708STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:46:739STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:48:270STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:204STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:283STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:326STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:516STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:516STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:516STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000311D, empire: 64, guid: 2885, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:530STACKEventBoosterActivated! (booster definition name: 'BoosterCadavers').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:49:530STACKEventBoosterStarted! (booster definition name: 'BoosterCadavers').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:51:618STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:51:618STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:51:618STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorA0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:52:872STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:52:872STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:54:119STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:54:119STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:55:384STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:10:59:621STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
16:10:59:622STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
16:11:48:906STACKThe construction 2912 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:11:54:039STACKThe construction 2795 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:11:57:122STACKThe construction 2866 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:253STACKAI elapsedTime - 0 seconds
GameServerState_Turn_Finished+c__Iterator22D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:811STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator5B1:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:811STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:811STACK[Desync] 'PointOfInterest#222' has been reattached to 'City#2782' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:811STACKpointOfInterest.SwapDescriptor from AffinityMappingDrakkens to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:18:812STACK[Desync] 'PointOfInterest#430' has been reattached to 'City#2425' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator17C:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:19:900STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:19:941STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:21:484STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:337STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:420STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:439STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:658STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:658STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:658STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000032B9, empire: 68, guid: 2928, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:658STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000032BA, empire: 55, guid: 2931, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:658STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000032BB, empire: 12, guid: 2934, level: 0
DepartmentOfDefense+c__Iterator1A6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:672STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000032BD, Ticket: 00000D7F, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:672STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000032BE, Ticket: 00000D80, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:22:672STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000032BF, Ticket: 00000D81, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:24:948STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:24:948STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:24:948STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003321, Ticket: 00000DAD, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:24:948STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003322, Ticket: 00000DAE, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:24:948STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003323, Ticket: 00000DAF, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:26:423STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#0000333D, Ticket: 00000DB9, empire: 4, units 2062,2728, from: 2940, to: 1692,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:27:856STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:27:856STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003378, Ticket: 00000DD3, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:27:856STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003379, Ticket: 00000DD4, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:27:856STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000337A, Ticket: 00000DD5, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:27:856STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000337B, Ticket: 00000DD6, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:29:106STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:29:106STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:29:106STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003398, Ticket: 00000DE5, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:29:106STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003399, Ticket: 00000DE6, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:29:106STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000339A, Ticket: 00000DE7, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:30:356STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:30:356STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:30:356STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000033AF, Ticket: 00000DF2, Class: EmpirePlanKnowledge Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:30:356STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000033B0, Ticket: 00000DF3, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:30:356STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#000033B1, Ticket: 00000DF4, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:12:35:389STACKProcessor [Order] OrderTransferUnits::DepartmentOfDefense/OrderTransferUnits#000033EB, Ticket: 00000E0E, empire: 1, units 1867,1954, from: 1945, to: 2890,
DepartmentOfDefense+c__Iterator1B2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:13:17:790STACKForce level 1 on plan EmpirePlanEconomy
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
16:13:17:989STACKForce level 2 on plan EmpirePlanEconomy
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
16:13:18:922STACKForce level 1 on plan EmpirePlanEconomy
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(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:LateUpdate()
16:13:21:038STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003418, Class: EmpirePlanKnowledge Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:13:21:038STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00003419, Class: EmpirePlanEconomy Level: 1.
DepartmentOfPlanificationAndDevelopment+c__IteratorA4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
16:13:41:955STACKThe construction 2977 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator174:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()