Click on buttons to toggle visibility. Click on STACK buttons to toggle visibility of stack traces.
13:12:08:034STACKStarting the application, version is V0.3.4 S2 ALPHA-Public (64-bit)...
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:035STACKRunning 64-bit mode...
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACKGame directory is "C:\Users\Rayquaza\Documents\Endless Space 2".
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACK[Steam] Available game languages are 'english', current game language is 'english'.
Amplitude.Unity.Framework.Application+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACK[Steam] Steam user id is '0x0110000105b3926f'.
Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACK[Steam] Steam user name is 'BrainMash'.
Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACKLoading registry file 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2\Registry.xml'...
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACKRegistry file 'C:\Users\Rayquaza\Documents\Endless Space 2\Registry.xml' does not exist.
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:036STACKLoading registry file 'C:\Users\Rayquaza\Documents\Endless Space 2\Users\95654511\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__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKInitializing the Wwise sound engine...
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKSound engine initialized.
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACK4 audio modules have been loaded.
Amplitude.Unity.Audio.AudioManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACK147 LipSync Data successfully loaded
Amplitude.Unity.Audio.LipSyncManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKPlaying with 1 downloadable content(s): Collector Edition.
DownloadableContentManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKHello 'BrainMash'!
Amplitude.Unity.Steam.SteamManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKChanging display settings to 1920x1080, 60Hz...
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACK... skipped change because resolution remains the same.
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:08:482STACKSetting the general quality level to '5'.
Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:09:023STACKBinding service [IGPUColorEvolutionService] with context [AllwaysActivatedCamera] with an instance of type [GPUColorEvolutionManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GPUColorEvolutionManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:09:023STACKCurrent game language is 'english'.
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:09:023STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeReserved' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:09:023STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeWary' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:11:725STACKAI folder path: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/
AIManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:11:725STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%MinorFactionCurrentAllyDescription' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:270STACKError message modal is disabled.
GuiManager+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:270STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_Laws03Popup-Title' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:270STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Title' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:270STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Description' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:448STACKThe audio manager is ready.
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:448STACKRuntime configuration is null or empty; using the default module 'Endless Space 2' as new configuration.
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:448STACKLoading runtime module 'Endless Space 2'...
Amplitude.Unity.Runtime.Runtime+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:448STACKLoading runtime registry files...
Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:543STACKLoading plugin files for database of type 'GalaxyGeneratorWeightTableDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:633STACKLoading plugin files for database of type 'Generator.Definitions.PlanetaryResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:672STACKLoading plugin files for database of type 'Generator.Definitions.PlanetGameplayTypeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:705STACKLoading plugin files for database of type 'Generator.Definitions.PlanetTemperatureDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:765STACKLoading plugin files for database of type 'StarSystemNodeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:803STACKLoading plugin files for database of type 'SpecialNodeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:12:837STACKLoading plugin files for database of type 'NodeVisibilityConditionsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:235STACKLoading plugin files for database of type 'EntityActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:398STACKLoading plugin files for database of type 'DiplomaticRelationState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:434STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:680STACKLoading plugin files for database of type 'ForeignAffairsConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:706STACKLoading plugin files for database of type 'DiplomaticPressureEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:724STACKLoading plugin files for database of type 'WarPointsRewardDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:13:753STACKLoading plugin files for database of type 'ContractStubDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:099STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:191STACKLoading plugin files for database of type 'ResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:220STACKLoading plugin files for database of type 'PlanetReserveDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:240STACKLoading plugin files for database of type 'PropagatedPlanetDescriptorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:283STACKLoading plugin files for database of type 'PropagatedPlanetPropertyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:310STACKLoading plugin files for database of type 'SystemDefenseThresholdDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:423STACKLoading plugin files for database of type 'PopulationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:458STACKLoading plugin files for database of type 'PopulationAspirationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:510STACKLoading plugin files for database of type 'HappinessStatusSetDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:719STACKLoading plugin files for database of type 'PopulationEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:749STACKLoading plugin files for database of type 'PopulationPoliticalTraitDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:770STACKLoading plugin files for database of type 'PopulationStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:833STACKLoading plugin files for database of type 'PopulationCollectionBonusTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:947STACKLoading plugin files for database of type 'PopulationModifiersTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:970STACKLoading plugin files for database of type 'ResourceDepositDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:17:997STACKLoading plugin files for database of type 'AnomalyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:18:509STACKLoading plugin files for database of type 'ShipDesignDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:18:542STACKLoading plugin files for database of type 'ShipRoleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:104STACKLoading plugin files for database of type 'HullDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:338STACKLoading plugin files for database of type 'ModuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:398STACKLoading plugin files for database of type 'MedalDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:448STACKLoading plugin files for database of type 'RankDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:477STACKLoading plugin files for database of type 'RankPatternDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:504STACKLoading plugin files for database of type 'LevelUpRuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:19:541STACKLoading plugin files for database of type 'ShipConditionalConstructionEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:169STACKLoading plugin files for database of type 'IndustryConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:209STACKLoading plugin files for database of type 'AnomalyReductionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:231STACKLoading plugin files for database of type 'PlanetCuriosityExpeditionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:275STACKLoading plugin files for database of type 'RecipeIngredientDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:299STACKLoading plugin files for database of type 'RecipeSlotDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:337STACKLoading plugin files for database of type 'RecipeSpecialEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:353STACKLoading plugin files for database of type 'PlanetColonizationConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:828STACKLoading plugin files for database of type 'ScienceConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:831STACKLoading plugin files for database of type 'TechnologyQuadrantDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:858STACKLoading plugin files for database of type 'TechnologyStageDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:20:966STACKLoading plugin files for database of type 'TechnologyLinkDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:379STACKLoading plugin files for database of type 'UnlockDatatableElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:474STACKLoading plugin files for database of type 'EmpireImprovementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:566STACKLoading plugin files for database of type 'TimeBubbleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:596STACKLoading plugin files for database of type 'CostReduction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:627STACKLoading plugin files for database of type 'ResourceConverterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:649STACKLoading plugin files for database of type 'ConstructionRefundDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:686STACKLoading plugin files for database of type 'BailiffDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:717STACKLoading plugin files for database of type 'TemporaryEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:780STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiWindowsStackDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:21:829STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:26:970STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:136STACKLoading plugin files for database of type 'AllianceGuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:162STACKLoading plugin files for database of type 'GuiSorter'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:171STACKLoading plugin files for database of type 'GuiResourcePropertySet'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:209STACKLoading plugin files for database of type 'EncounterPlayTrajectoryDefinitionCollection'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:213STACKLoading plugin files for database of type 'GuiHighlightDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:281STACKLoading plugin files for database of type 'PanelFeatureModuleEffectsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:317STACKLoading plugin files for database of type 'GuiCursor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:356STACKLoading plugin files for database of type 'MouseCursorRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:424STACKCursorManager.LoadMouseRules
CursorManager:LoadMouseRules() CursorManager:Update()
13:12:27:424STACKCursorManager.LoadMouseRules success with 15 rules
CursorManager:LoadMouseRules() CursorManager:Update()
13:12:27:424STACKLoading 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__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:448STACKLoading plugin files for database of type 'Palette'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:614STACKLoading plugin files for database of type 'FactionTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:634STACKLoading plugin files for database of type 'FactionAffinity'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:642STACKLoading plugin files for database of type 'FactionAffinityMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:665STACKLoading plugin files for database of type 'FactionTraitCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:691STACKLoading plugin files for database of type 'MinorFactionPersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:712STACKLoading plugin files for database of type 'PersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:859STACKLoading plugin files for database of type 'Faction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:873STACKLoading plugin files for database of type 'MajorFaction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:27:885STACKLoading plugin files for database of type 'MinorFaction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:013STACKLoading plugin files for database of type 'EncounterArenaDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:049STACKLoading plugin files for database of type 'EncounterFlotillaMatchDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:080STACKLoading plugin files for database of type 'EncounterEntityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:117STACKLoading plugin files for database of type 'EncounterPlayDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:127STACKLoading plugin files for database of type 'EncounterSequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:161STACKLoading plugin files for database of type 'EncounterArrivalSequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:184STACKLoading plugin files for database of type 'EncounterFormationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:204STACKLoading plugin files for database of type 'EncounterTargetingRangeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:231STACKLoading plugin files for database of type 'EncounterEventToRealizationEventDictionaryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:253STACKLoading plugin files for database of type 'SalvoDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:323STACKLoading plugin files for database of type 'BattleActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:354STACKLoading plugin files for database of type 'RealizationEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:28:479STACKLoading plugin files for database of type 'BattleEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:501STACKLoading plugin files for database of type 'CameraShotDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:569STACKLoading plugin files for database of type 'PoliticsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:620STACKLoading plugin files for database of type 'GovernmentDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:793STACKLoading plugin files for database of type 'LawDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:862STACKLoading plugin files for database of type 'ElectionProcessTaskDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:879STACKLoading plugin files for database of type 'ElectionProcessDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:917STACKLoading plugin files for database of type 'SenatorInteractionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:966STACKLoading plugin files for database of type 'ElectionActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:29:979STACKLoading plugin files for database of type 'PoliticsSupportStatusDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:007STACKLoading plugin files for database of type 'PoliticsExperienceStatusDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:043STACKLoading plugin files for database of type 'HeroAffinityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:057STACKLoading plugin files for database of type 'HeroClassDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:084STACKLoading plugin files for database of type 'HeroPoliticsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:129STACKLoading plugin files for database of type 'HeroSkillTreeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:190STACKLoading plugin files for database of type 'HeroSkillDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:194STACKLoading plugin files for database of type 'HeroMasteryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:213STACKLoading plugin files for database of type 'HeroUnlockGaugeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:242STACKLoading plugin files for database of type 'ScoreProviderListDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:30:272STACKLoading plugin files for database of type 'HeroDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:33:389STACKLoading plugin files for database of type 'QuestDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:33:428STACKLoading plugin files for database of type 'QuestEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:33:572STACKLoading plugin files for database of type 'QuestTriggeringProbabilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:33:723STACKLoading plugin files for database of type 'Droplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:267STACKLoading plugin files for database of type 'TutorialDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:336STACKLoading plugin files for database of type 'VictoryConditionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:373STACKLoading plugin files for database of type 'GameStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:395STACKLoading plugin files for database of type 'FleetNameMappingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:447STACKLoading plugin files for database of type 'CuriosityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:534STACKLoading plugin files for database of type 'CuriosityDroplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:608STACKLoading plugin files for database of type 'Amplitude.Unity.Game.Orders.OrderPolicySetup'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:724STACKLoading plugin files for database of type 'GameSettingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:758STACKLoading plugin files for database of type 'GameSettingRestrictionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:779STACKLoading plugin files for database of type 'TradingCompanyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:803STACKLoading plugin files for database of type 'TradableCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:834STACKLoading plugin files for database of type 'TradableSubCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:35:987STACKLoading plugin files for database of type 'TradableDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:028STACKLoading plugin files for database of type 'MarketplaceAdvertisementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:096STACKLoading plugin files for database of type 'TradingCompanyImprovementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:250STACKLoading plugin files for database of type 'MarketplaceEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:319STACKLoading plugin files for database of type 'MinorStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:351STACKLoading plugin files for database of type 'ImprovementListDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:360STACKLoading plugin files for database of type 'PlanetImprovementMappingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:398STACKLoading plugin files for database of type 'FleetMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:499STACKLoading plugin files for database of type 'SystemDiscoverySequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:562STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:603STACKLoading plugin files for database of type 'GroundBattleViewerConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:647STACKLoading plugin files for database of type 'GroundBattleTroopTypeConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:736STACKLoading plugin files for database of type 'GroundBattleUnitConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:782STACKLoading plugin files for database of type 'GroundBattleStrategyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:865STACKLoading plugin files for database of type 'ManpowerUpgradeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:36:936STACKLoading plugin files for database of type 'SystemSupervisorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:37:005STACKLoading plugin files for database of type 'MinigameDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKSpent 24.7224141 second(s) loading the module plugins.
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKRuntime hash key = 'E1D3DA22504A5C682868C2316D4BA667'.
Amplitude.Unity.Runtime.Runtime+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKWaiting 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__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKWaiting 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__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKCan't find the element 'ClassModuleSupportDefenseMatrix' in database of simulation descriptors.
Amplitude.Unity.Simulation.SimulationDescriptorReference:GetSimulationDescriptorsFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ModuleDefinition:get_Descriptors() ModuleDefinition+c__Iterator1:MoveNext() Module:BuildSimulationObject() Module:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKCannot find the GuiElement for 'EmpireImprovementMovementBonus'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKCannot find the GuiElement for 'EmpireImprovementFreeMovement'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:077STACKCannot find the GuiElement for 'LawP01L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP02L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP03L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP04L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP05L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP06L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'TradingCompanyImprovementEfficiency1'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'TradingCompanyImprovementShip1'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP01L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP02L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP03L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP04L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP05L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKCannot find the GuiElement for 'LawP06L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACK[GuiUnlock] Could not find any GuiUnlock instance for PrivateerFleetAction (PrivateerFleetActionDefinition)
GuiWrapperProvider:GetGuiUnlock(System.Reflection.ParameterInfo) GuiTechnology2:BuildListOfUnlockedGuiUnlocks() GuiTechnology2:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACK[TechnologyUnlocks] Could not generate GuiUnlock for ScienceConstructibleElement+Unlockable
GuiTechnology2:BuildListOfUnlockedGuiUnlocks() GuiTechnology2:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:078STACKAnimated Portrait 'DiplomaticPortraitLipSync' has no child LipSync component
DiplomaticPortraitLipSync:Initialize(System.Reflection.ParameterInfo) DiplomaticPortraitLipSync:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:InstantiatePrefab(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:InstantiateWindows() Amplitude.Unity.Gui.GuiManager:InstantiateWindows() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKTrying to add texture SliderThumb which already exists in the atlas
AgeAtlas:AddTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeAtlas:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKLoaded 135 modifier templates
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:48:079STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:12:48:080STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:12:48:080STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:12:48:080STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:12:48:080STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:12:48:080STACKSteamClientCallbacks_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()
13:12:48:144STACKRuntimeState_OutGame.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:12:48:144STACKLoading the outgame view...
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()
13:12:48:144STACKForce Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()
13:12:49:047STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:12:49:047STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:12:49:047STACKInitializing GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0.0020001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:047STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:12:49:310STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:12:49:310STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:12:49:310STACKRelease Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:49:310STACKRelease ComputeBuffer
AgeDistanceFieldGlyphRenderer:ReserveComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:ResizeComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:RenderGlyphs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeGlyphAtlas:RenderRequestedGlyphs(System.Reflection.ParameterInfo) AgeGlyphManager:PrepareGlyphs() AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:12:49:605STACKMissing translation for %AffinityGameplayBalancingTitle
GuiWrapper:get_Title() GuiFactionTrait:get_Title() GuiFactionTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionDetailsPanel:InitializeAffinityCache() CustomFactionDetailsPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:49:605STACKMissing translation for %PopulationCollectionBonusTraitCraverTitle
GuiWrapper:get_Title() GuiPopulationTrait:get_Title() GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:49:605STACKMissing translation for %PopulationPoliticalTraitScientist02Title
GuiWrapper:get_Title() GuiPopulationTrait:get_Title() GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:52:817STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:SwitchHighDefinition(System.Reflection.ParameterInfo) GuiManager+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:12:54:072STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:12:55:306STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:12:56:415STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:14:22:938STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:14:24:755STACKLoading file 'C:\Users\Rayquaza\Documents\Endless Space 2\Save Files\Hungry Dudes.zip'
GameManager:LoadGame(System.Reflection.ParameterInfo) MainMenuScreen:OnClickMainMenuLoadLastSave() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MainMenuSubItem:OnClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:14:24:805STACKRuntimeState_OutGame.End()
RuntimeState:End(System.Reflection.ParameterInfo) RuntimeState_OutGame:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACKRuntimeState_Lobby.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACKThe 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()
13:14:24:805STACKOnSessionChange: Opening.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACKThe 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()
13:14:24:805STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[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()
13:14:24:805STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[ChatMessage] RECV: l:/_turn/41 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[ChatMessage] RECV: l:/sessionname/BrainMash's game (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:805STACK[ChatMessage] RECV: l:/owner/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/version/12885164034 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/allowcustomfactions/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ILobbySlotProvider] RefreshLobbySlotCount(3)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/competitorcount/3 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/gamedifficulty/Newbie (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/metaplotprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:806STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:807STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/battleautostarttimerduration/20 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/allowspacebattlerewatch/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/score/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/military/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/supremacy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/conquest/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/science/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/economy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/wonder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/galaxyshape/Ring (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/galaxysize/Small (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:808STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Easy (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:809STACK[ChatMessage] RECV: l:/runtimehash/E1D3DA22504A5C682868C2316D4BA667 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/owner/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/version/12885164034 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/_issavedgame/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ILobbySlotProvider] RefreshLobbySlotCount(3)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionCravers","FactionDescription":"","PopulationDescription":"","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":"BrainMash","SteamID":76561198055920239,"ReservedSteamID":76561198055920239}} (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACKOnSessionChange: Opened.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/runtimehash/E1D3DA22504A5C682868C2316D4BA667 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:14:24:810STACKSessionState_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()
13:14:24:810STACKSessionState_Opened.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_Opened:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:810STACKSessionState_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()
13:14:24:810STACK[ChatMessage] RECV: q:/ready/0/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:810STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionCravers","FactionDescription":"","PopulationDescription":"","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"CustomUsername":"BrainMash","SteamID":76561198055920239,"ReservedSteamID":76561198055920239}} (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:817STACKSessionState_OpenedAndReady.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:817STACKSessionState_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()
13:14:24:829STACKSessionState_OpenedAndCounting.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:829STACKSessionState_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()
13:14:24:829STACK[ChatMessage] RECV: q:/ready/0/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:829STACK[ChatMessage] RECV: r:/0x0110000105b3926f/q:/ready/0/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:829STACKLaunchAsync()
SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:944STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:944STACKGameServerState_InitializeServer
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:944STACKGameServerState_LaunchGame
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:988STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) GuiNotificationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Game+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:24:988STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:24:988STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:988STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.
GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo) GameClient:.ctor(System.Reflection.ParameterInfo) Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:988STACKGameClientState_WaitingForServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:989STACKGameClientState_ConnectingToServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:307STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACKLoading from archive 'C:\Users\Rayquaza\Documents\Endless Space 2\Save Files\Hungry Dudes.zip'...
GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[ChatMessage] RECV: l:/_turn/41 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACKUsing path to archive: 'C:\Users\Rayquaza\Documents\Endless Space 2\Save Files\Hungry Dudes.zip'
GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACKLoading my game...
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[ChatMessage] RECV: l:/_turn/41 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:307STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:308STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:309STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:310STACKSessionState_OpenedAndLaunching.End()
SessionState:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:310STACKSessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:310STACKInitiate connection to server with steamIDRemote: 0x110000105b3926f, steamIDUser: 0x110000105b3926f.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:310STACKGot 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()
13:14:26:310STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:326STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:326STACKSuccessfully connected to SteamGameServer.
GameClientState_ConnectingToServer:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:341STACKThe pathfinding service is ready.
PathfindingManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:341STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:341STACKGameClientState_ConnectedToServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:341STACKGameClientState_LaunchGame
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:341STACKDumping method set to 'Text'.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:341STACKWaiting 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()
13:14:26:356STACKThe game ancillary (type of: PositioningService) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:356STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:356STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:26:370STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:387STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:404STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:421STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:437STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:454STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:471STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:487STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:505STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:520STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:537STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:554STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:571STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:588STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:604STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:620STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:637STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:654STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:671STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:687STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:704STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:720STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:737STACKThe game ancillary (type of: TimeBubbleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:753STACKThe game ancillary (type of: MinigamesManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:26:771STACKThe game ancillary (type of: PopulationsManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKFog of war texture format: RGB24.
VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo) VisibilityController+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#459' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#1098' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#462' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#465' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#468' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#471' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#474' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#477' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#480' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#903' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#909' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#1015' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#1144' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACKThe colonized planet 'ColonizedPlanet#1346' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] Empire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] Empire#1 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] Empire#2 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#1 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#2 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#3 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#4 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] MinorEmpire#5 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:495STACK[Game] LesserEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACK[Game] PirateEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKGame has been loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'BrainMash's game'
GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo) QuestManager+c__Iterator5F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKDisabling victory condition 'VictoryScore'.
VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo) VictoryManager+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKGame created.
GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKLoad AI 'AI0'.
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKLoad AI plugin: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKAI app domain created
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKAI module 'E.N.F.E.R' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKAI module 'Communication' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKAI module 'Debug' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKAI module 'Diagnostics' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKInitialize AI modules communication interfaces.
AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKInitialize AI modules.
AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACK[AI0] Initialization of AIModule E.N.F.E.R
Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACK[AI0] Initializing of AIScheduler
Amplitude.AI.Core.AIScheduler:Initialize() Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACK[AI0] Initialization of Communication module.
Amplitude.AI.Core.Modules.Communication:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACK[AI0] Initialization of Diagnostics module.
Amplitude.AI.Core.Modules.Diagnostics:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKThe 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__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKThe 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__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:30:496STACKGameServerState_GameLaunchedAndReady
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:496STACKGameClientState_GameLaunched
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:496STACKChanging 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()
13:14:30:496STACKMissing translation for %EmpireImprovementEmpireManpowerStockBoost4Title
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyStageItem:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyStageItem:BindUnlocks(System.Reflection.ParameterInfo) TechnologyScreen:BindStages(System.Reflection.ParameterInfo) TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23Vampirilis'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKMissing translation for %HullSmall01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKMissing translation for %HullSmall02BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKMissing translation for %HullMedium01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKMissing translation for %HullMedium02BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONEMPIREDEVELOPMENTGENEHUNTER1SMALL' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKMissing translation for %HullLarge01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONFREEMOVEUE01SMALL' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:497STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyLinks() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACK[PlayerRepository] Player 'BrainMash' has been registered (Graphical/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:498STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:074STACKBinding service [CameraPreRenderHookHandler] with context [Default] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKBinding service [CameraPreRenderHookHandler] with context [GalaxyScanView] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKReleasing the current world view technique...
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKIn technique Battle, unloading ancillaries.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKIn Technique Battle, unloading ancillary CircleRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKUnbinding service [ICircleRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:074STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKIn Technique Battle, ancillaries unloaded.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKReleasing Technique Battle
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKTechnique Battle released
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:075STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:14:31:090STACKAudio receiver #0 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:717STACKInitializing the render view technique...
GalaxyView+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:717STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) InstancingRenderer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:717STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:717STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuadRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:717STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuadRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:718STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:718STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:718STACKIn Technique Default, ancillary of type GalaxyEntityCulling is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:718STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:718STACKBinding service [GalaxyLifeRendererManager] with context [Default] with an instance of type [GalaxyLifeRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyLifeRendererManager:Start()
13:14:31:718STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:718STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:14:31:749STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:749STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:31:749STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKLoading the render view technique...
GalaxyView+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded in 0.0080005 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries LineRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded in 0.0030002 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0070004 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:171STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0090005 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded in 0.3380194 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries DashRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded in 0.0060004 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded in 0.0030002 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded in 0.0020001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName37'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded in 5.2132982 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PrimitiveMaskComputer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:172STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries PathRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKStill waiting for service [ICurvedLineRendererService]
PathRenderer+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded in 0.0020001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries AtlasManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded in 0.0270016 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:173STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded in 0.0020002 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FIDSIRendererManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKChanging (push) global shader keyword from to INGAME_RENDERER
Amplitude.Unity.Graphics.HxGlobalShaderState:PushGlobalShaderKeyword(System.Reflection.ParameterInfo) GalaxyViewTechnique:PushInsideShaderKeyword() GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:40:174STACKGameClientState_GameLaunchedAndReady
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:40:721STACK[ChatMessage] RECV: l:/_launching/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:40:721STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:set_GameInProgress(System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:40:721STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:40:955STACK[ShipDesignRenderer] InitializeShipView: this=/BackgroundRenderer/MilitaryScreen/MainContainer/ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:41:242STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000000, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:379STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000001, [Empire8], GUID = 1724, ShipDesigns = MFAdvancedSmallAttackAvg x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:394STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000002, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -211.4
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:470STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:507STACK[AI0] Start http debug server on port 4377.
Amplitude.AI.Core.Modules.AIModule_Debug:RefreshServerState() Amplitude.AI.Core.Modules.AIModule_Debug:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:191STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/ShipDesignModalWindow/MainContainer/ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:42:505STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/HeroOverviewPanel/ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:42:505STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/ShipDesignHolder/ShipDesignEditionPanel currentViewIndex=3
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:44:371STACK[AI0] AI player state change from Deactivated to Deactivated for MajorEmpireSnapshot Empire 0.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:421STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 1.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:454STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 2.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:454STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 3.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:454STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 4.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:481STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 5.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:481STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 6.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:493STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 7.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:504STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 8.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:522STACK[AI0] AI player state change from Deactivated to Full for LesserEmpireSnapshot Empire 9.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:523STACK[AI0] AI player state change from Deactivated to Full for PirateEmpireSnapshot Empire 10.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:44:538STACKOpen archive C:\Users\Rayquaza\Documents\Endless Space 2\Save Files\Hungry Dudes.zip
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:538STACKGet ai serialization file from archive: 'ENFER.xml'.
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:538STACKClose archive C:\Users\Rayquaza\Documents\Endless Space 2\Save Files\Hungry Dudes.zip
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:44:721STACK[AI0] Deserialize content from file ENFER.xml.
Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:45:055STACK[AI0] AIScheduler initialized
Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:14:45:055STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:45:687STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:45:704STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:721STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:788STACK[AI0] Sync took 0.7310418 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:45:789STACK[AI0] [MainState] Start decision number 14 (state: BeginTurn, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:46:442STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:470STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:470STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:521STACK[AI0] [empire10]No fleet attached Gameplay Fleet Mission 1083 21 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:46:521STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1083 21
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:46:521STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1083 21
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:46:521STACK[AI0] TaskFailed Gameplay Fleet Mission 1083/ 21
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:46:638STACKCancelling actions on Indusa (165) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:803STACK[AI0] Hero Cancel Assign Hero with motivation 0 for Assign Hero with motivation 0.45125
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.HeroAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:47:004STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:47:037STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000008, Ticket: 00000004, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:071STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000009, Ticket: 00000005, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:207STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:49:220STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:332STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:332STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:14:49:455STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:604STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:49:604STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:50:021STACK[AI0] TaskForce Cancel Guard System with motivation 0.02107273 for Guard System with motivation 0.02642727
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:021STACK[AI0] Unassign fleet 1634/491 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:204STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:52:423STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:52:437STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:537STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:655STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:821STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:52:821STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:53:021STACK[AI0] Unassign fleet 1634/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:53:422STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:53:621STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:383STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:383STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:522STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:539STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:643STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:756STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:924STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:924STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:57:622STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:57:722STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:57:722STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:57:922STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:57:943STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:039STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:171STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:323STACK[AI0] Sync took 0.403023 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:58:323STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:58:361STACKTrying to add the garrison 'Hangar#1458' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo) FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo) FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MoveToFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() MoveToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:382STACKTrying to add the garrison 'Hangar#1458' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:58:738STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:58:921STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:01:121STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:01:139STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:01:238STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:01:388STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:01:522STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:01:522STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:01:941STACK[AI0] Unassign fleet 1634/714 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:02:121STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:02:324STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:02:374STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:02:374STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:02:498STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonyInfoSidePanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemScreen:BindStarSystemNode(System.Reflection.ParameterInfo) StarSystemScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:02:498STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:02:498STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:03:152STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:15:08:505STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000011, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:08:538STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:08:538STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:08:739STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:08:754STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:08:855STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:08:989STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:09:138STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:09:138STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:09:572STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000012, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:09:738STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:11:856STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000013, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:944STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:11:955STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:12:071STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:12:473STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:12:572STACK[AI0] Sync took 0.6370365 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:12:572STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:12:688STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000014, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:13:172STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:13:322STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:14:640STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:15:246STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000015, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:372STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:391STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:488STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:621STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:772STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:772STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:16:190STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:16:472STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:16:772STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000016, [Empire0]: 1539 1737 Begin 0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:775STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:15:21:988STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:15:26:275STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:26:407STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:28:289STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:30:205STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:31:188STACKDrag-drop: finishing drag-drop on no target.
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:31:189STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:35:797STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureFidsi:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:38:462STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:38:758STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:15:41:305STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:46:139STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000017, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:208STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:46:209STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:46:417STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:46:426STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:426STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000018, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:522STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:671STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:772STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:46:806STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:46:806STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:47:222STACK[AI0] Unassign fleet 1634/755 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:47:406STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:48:774STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:49:373STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000019, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:605STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:49:625STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:721STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:855STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:006STACK[AI0] Sync took 0.4020229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:50:006STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:50:720STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:51:386STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:17:47:219STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:18:17:087STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:17:087STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:17:287STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:17:303STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:17:403STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:17:520STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:17:686STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:17:686STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:387STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:487STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:487STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:686STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:703STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:18:803STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:19:170STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:19:320STACK[AI0] Sync took 0.6260358 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:19:320STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:19:719STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:20:019STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:20:778STACKDefault camera renders active portrait layer (index: 1). Renderer will disable this layer!!!
AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera() AnimatedPortraitRenderer:InternalShow() AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo) AnimatedPortrait:Show() AnimatedPortraitDisplay:ShowPortrait() AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:20:778STACKDefault camera renders inactive portrait layer (index: 14). Renderer will disable this layer!!!
AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera() AnimatedPortraitRenderer:InternalShow() AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo) AnimatedPortrait:Show() AnimatedPortraitDisplay:ShowPortrait() AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:28:920STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:28:920STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:29:119STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:29:136STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:29:236STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:29:353STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:29:519STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:29:519STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:29:920STACK[AI0] Unassign fleet 1634/759 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:30:119STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:32:319STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:32:336STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:436STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:553STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:719STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:32:719STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:33:419STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:319STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:319STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:519STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:536STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:636STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:752STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:920STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:920STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:37:634STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:220STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:220STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:419STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:436STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:536STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:653STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:819STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:819STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:41:220STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:41:520STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:720STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:720STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:920STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:936STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:036STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:154STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:320STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:44:320STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:44:720STACK[AI0] Unassign fleet 1634/763 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:45:020STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:45:220STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:45:220STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:45:420STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:45:436STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:45:536STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:45:903STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:46:069STACK[AI0] Sync took 0.6530373 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:46:069STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:46:770STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:10:471STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:10:471STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:10:670STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:10:686STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:10:786STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:10:903STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:11:069STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:11:069STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:11:769STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:12:669STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:12:669STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:12:869STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:12:885STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:12:985STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:13:102STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:13:169STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:13:169STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:13:585STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:13:768STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:15:970STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:15:987STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:16:086STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:16:203STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:16:270STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:16:270STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:16:687STACK[AI0] Unassign fleet 1634/767 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:16:970STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:31:869STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:31:869STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:32:069STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:32:085STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:32:218STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:32:386STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:32:570STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:32:570STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:33:269STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:37:901STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:37:902STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:37:902STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:37:902STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:37:902STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:42:054STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:42:055STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:42:055STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:42:055STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:42:055STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:19:43:924STACKCannot find the GuiElement 'Empire0Recipe1'
Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo) Gui:GetTitle(System.Reflection.ParameterInfo) GuiColonizedStarSystem:get_ConstructionQueue() System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCell:SetComparable(System.Reflection.ParameterInfo) GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:20:31:202STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:31:202STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:31:402STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:31:419STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:31:519STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:31:636STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:31:786STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:31:786STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:32:501STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:47:652STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:47:653STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:47:853STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:47:927STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:48:018STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:48:136STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:48:252STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:48:252STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:48:668STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:20:48:952STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:49:052STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:49:052STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:49:252STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:49:268STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:49:368STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:49:518STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:20:49:652STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:49:652STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:20:50:070STACK[AI0] Unassign fleet 1634/771 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:20:50:351STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:18:669STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:18:669STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:18:869STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:18:886STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:18:985STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:19:102STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:19:268STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:19:268STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:19:286STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:21:20:136STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:22:335STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:22:352STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:22:471STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:22:585STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:22:736STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:22:737STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:23:435STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:36:135STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:36:135STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:36:336STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:36:352STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:36:452STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:36:568STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:36:736STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:36:736STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:37:135STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.63175
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:21:37:435STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:37:535STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:37:535STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:37:736STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:37:752STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:37:852STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:37:969STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:38:135STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:38:136STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:38:536STACK[AI0] Unassign fleet 1634/775 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:21:38:835STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:43:935STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:43:935STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:44:135STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:44:152STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:44:252STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:44:369STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:44:536STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:44:536STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 41)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:45:135STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:46:168STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:201STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:335STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:46:368STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:368STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:435STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:535STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:584STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:584STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:601STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:667STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:719STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:802STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000020, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:870STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000021, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:913STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000022, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:46:948STACK[Order] OrderStartMarketplaceEvent::GameClient/OrderStartMarketplaceEvent#00000023
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator47:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:094STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:095STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:182STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:183STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.12 Politics02 = 0.05 Politics03 = 0.14 Politics04 = 0.14 Politics05 = 0.00 Politics06 = 0.56 Politics00 = 0.00 TOTAL_SCORE = 216.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:232STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.07 Politics03 = 0.58 Politics04 = 0.06 Politics05 = 0.02 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 416.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:263STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.16 Politics02 = 0.37 Politics03 = 0.11 Politics04 = 0.06 Politics05 = 0.05 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 210.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:334STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:334STACK[ChatMessage] RECV: l:/_turn/42 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:487STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000027, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:551STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:651STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:667STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:684STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:685STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:685STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:717STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:718STACKSynchronizationState = Synchronized
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:718STACKPlayerInTransition = False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:718STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:718STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:47:718STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:307STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:307STACK[ChatMessage] RECV: l:/_turn/42 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:320STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:320STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:320STACKSynchronizationState = Synchronized
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:320STACKPlayerInTransition = False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:321STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:321STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:321STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:345STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:986STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:48:986STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:49:117STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:49:417STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:49:434STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:49:452STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:49:517STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:49:517STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:49:717STACK[AI0] Unassign fleet 1634/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:21:50:252STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:50:301STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:50:301STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:50:318STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:51:551STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000048, Ticket: 00000030, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:584STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000049, Ticket: 00000031, [Empire1], system guid: 1142, contruction guid: 1636, resource name : EmpireMoney, buyout cost: 447.8071
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:584STACKThe construction 1636 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:617STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000004A, Ticket: 00000032, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:651STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000004B, Ticket: 00000033, [Empire2], system guid: 1330, contruction guid: 1612, resource name : EmpireMoney, buyout cost: 325.3543
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:651STACKThe construction 1612 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:51:684STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000004C, Ticket: 00000034, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:418STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:52:435STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:485STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000064, [Empire2], Entity index: 330
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:518STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000065, [Empire2], Entity index: 331
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:552STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000066, [Empire2], Entity index: 332
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:585STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000067, [Empire9], Entity index: 20
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:618STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000068, [Empire10], Entity index: 1365
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:685STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006A, [Empire10], Entity index: 1366
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:718STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006B, [Empire10], Entity index: 1370
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:751STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006C, [Empire10], Entity index: 1372
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:818STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006E, [Empire10], Entity index: 1373
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:851STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006F, [Empire10], Entity index: 1371
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:52:953STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:53:085STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:53:101STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000070, [Empire10], Entity index: 1369
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:53:218STACK[AI0] Sync took 0.8000458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:53:218STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:53:818STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:54:101STACKCancelling actions on Zinius (237) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:54:312STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:54:496STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000085, Ticket: 0000005E, [Empire2], ShipsGUID: 1451,1517
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:54:569STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:54:586STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:54:719STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000008C, [Empire1], Entity index: 386
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:56:018STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:56:035STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:56:135STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:56:301STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:56:418STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:56:418STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:56:418STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 722
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:21:56:418STACK[AI0] TaskFailed Return to base for upgrade/ 722
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:21:57:018STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:59:218STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:59:236STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:59:335STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:59:452STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:21:59:618STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:21:59:618STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:00:218STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:02:418STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:02:435STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:02:535STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:02:651STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:02:818STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:02:818STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:03:418STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:05:618STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:05:634STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:05:735STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:05:851STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:06:018STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:06:018STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:06:618STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:08:817STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:08:834STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:08:934STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:09:051STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:09:217STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:09:217STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:09:819STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:12:018STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:12:036STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:12:135STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:12:252STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:12:418STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:12:418STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:13:019STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:15:218STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:15:235STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:15:335STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:15:452STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:15:618STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:15:619STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:16:219STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:17:785STACKUpkeep provider is null. Target type is GuiBattleShip
PanelFeatureUpkeep:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:22:18:418STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:18:435STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:18:535STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:18:651STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:18:818STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:18:818STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:19:418STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:20:422STACKBegin encounter simulation ignition 33531
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:706STACKEnd encounter simulation ignition 33533
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [IPlanetoidRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() PlanetoidRendererManager:UnloadIFN() DiscoveryRenderer:Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) ScanViewBattleRenderer:Unload() ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:20:763STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:21:700STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:22:21:700STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:22:21:700STACKInitializing GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:700STACKIn Technique Battle, load rendering technique ancillaries TextRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKBinding service [ITextRendererService] with context [Battle] with an instance of type [TextRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TextRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKIn Technique Battle, the ancillary service 'TextRendererManager' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKIn Technique Battle, load rendering technique ancillaries ScanViewBattleRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKIn Technique Battle, the ancillary service 'ScanViewBattleRenderer' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKIn Technique Battle, load rendering technique ancillaries ProceduralGeometryRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKBinding service [ProceduralGeometryRendererManager] with context [Battle] with an instance of type [ProceduralGeometryRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProceduralGeometryRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKIn Technique Battle, the ancillary service 'ProceduralGeometryRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:22:21:701STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:23:879STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:22:23:879STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:26:463STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingMinorFactionPirates] for logo visual
GalaxyModuleHull:UpdateLogoParticleShooters() GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounterShip:InitLivery() GalaxyEncounterShip+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:22:28:299STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:136STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:187STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:187STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:248STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:249STACK[AI0] Sync took 8.5454888 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:30:249STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:30:449STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:449STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:586STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:586STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:703STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:703STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:786STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:786STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:836STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:836STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:30:854STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:30:902STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:33:052STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:33:068STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:33:168STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:33:285STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:22:33:452STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:33:452STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:33:452STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1663 36
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:22:33:452STACK[AI0] TaskFailed Gameplay Fleet Mission 1663/ 36
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:22:34:154STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:22:37:598STACKRelease ComputeBuffer
AgeDistanceFieldGlyphRenderer:ReserveComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:ResizeComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:RenderGlyphs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeGlyphAtlas:RenderRequestedGlyphs(System.Reflection.ParameterInfo) AgeGlyphManager:PrepareGlyphs() AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:23:17:124STACKAudio bank B_Music has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:124STACKAudio bank B_Specific has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKAudio bank B_PirateShip has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKAudio bank B_Heroes has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKReleasing the current world view technique...
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn technique Battle, unloading ancillaries.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn Technique Battle, unloading ancillary ProceduralGeometryRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [ProceduralGeometryRendererManager] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProceduralGeometryRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn Technique Battle, unloading ancillary ScanViewBattleRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) ScanViewBattleRenderer:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn Technique Battle, unloading ancillary TextRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [ITextRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TextRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKIn Technique Battle, ancillaries unloaded.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKReleasing Technique Battle
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKTechnique Battle released
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:17:125STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:23:39:651STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:39:651STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:39:851STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:39:867STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:39:967STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:40:084STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:40:151STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:40:151STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:40:851STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:42:351STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:42:351STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:42:552STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:42:567STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:42:667STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:42:784STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:23:42:850STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:42:851STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:43:550STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:23:58:431STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:432STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() DiscoveryRenderer:CommonSetupStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:SetupDiscoveryStatusForSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:PrepareDiscoveryAnimationIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:BeginTransition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewLevelTransition:PostBeginTransition() GalaxyView:UpdatePendingGalaxyViewLevelRequests() GalaxyView:Update()
13:23:58:459STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:23:58:459STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:23:58:785STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Vorta I
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:23:59:566STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Vorta II
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:24:03:433STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Vorta III
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:24:06:349STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Vorta IV
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:24:12:568STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:12:568STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:12:768STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:12:784STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:12:885STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:13:000STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:13:167STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:13:167STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:13:867STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:14:168STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:14:168STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:14:367STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:14:384STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:14:863STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:14:985STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:15:034STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AC, [Empire0], Entity index: 380
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:15:069STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:15:069STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:15:667STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:17:867STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:17:883STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:17:983STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:18:100STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:18:267STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:18:267STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:18:966STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:19:366STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:19:366STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:19:566STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:19:583STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:19:684STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:19:817STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:19:968STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:19:968STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:20:667STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:21:066STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:21:066STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:21:266STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:21:283STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:21:466STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:21:600STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:21:767STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:21:767STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:22:368STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:24:566STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:24:583STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:24:683STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:24:800STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:24:967STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:24:967STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:25:567STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:27:767STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:27:784STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:27:884STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:28:000STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:28:167STACK[AI0] Sync took 0.4010229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:28:167STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:28:868STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:40:868STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:40:868STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:41:066STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:41:083STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:41:183STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:41:300STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:41:466STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:41:466STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:42:067STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:44:265STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:44:283STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:44:383STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:44:499STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:44:665STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:44:665STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:45:366STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:57:066STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:57:066STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:57:266STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:57:354STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:57:433STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:57:549STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:24:57:666STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:57:666STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:24:58:367STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:05:252STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:25:05:252STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:25:05:267STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:05:267STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:05:467STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:05:484STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:05:586STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:05:701STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:05:867STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:05:867STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:06:566STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:10:851STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000B6, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:10:867STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:10:867STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:11:067STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:11:083STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:11:183STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:11:573STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:25:11:583STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:11:751STACK[AI0] Sync took 0.6930396 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:11:751STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:12:450STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:14:351STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#000000B7, [Empire0]: 455 1762 Begin 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:23:519STACKEmpty default class.... GuiPopulationDefinition
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorFactionDiplomacyModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemLabel:OnClickMinorFaction(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:25:27:467STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:27:467STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:27:666STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:27:683STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:27:784STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:27:900STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:28:072STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:28:072STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:28:766STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:37:665STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:37:666STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:37:866STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:37:884STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:37:983STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:38:099STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:38:265STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:38:266STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:38:866STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:41:066STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:41:083STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:41:183STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:41:300STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:25:41:466STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:41:466STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:42:166STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:25:53:140STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:25:53:162STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:26:04:033STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:26:09:066STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:26:09:950STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:26:11:333STACKDrag-drop: applying drop on target 'SpaceportStarSystemSidePanel (SpaceportSidePanel)'
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:11:333STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:11:361STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000000BA, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:11:361STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:11:361STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:11:361STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:11:566STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:11:583STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:11:682STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:11:799STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:11:965STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:11:966STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:12:194STACKCannot find the GuiElement 'ShipDesign#1614'
Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo) Gui:GetTitle(System.Reflection.ParameterInfo) GuiColonizedStarSystem:get_ConstructionQueue() System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCell:SetComparable(System.Reflection.ParameterInfo) GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:RefreshLineEntry(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:Refresh(System.Reflection.ParameterInfo) SystemSelectionModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:12:664STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:26:13:700STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#000000BB, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:15:284STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:26:15:284STACKDrag-drop: applying drop on target 'PlanetLabel (PlanetLabel_SystemManagement)'
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:15:284STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:15:304STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000000BC, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:26:29:634STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:29:634STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:29:634STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:29:634STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:29:634STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:33:780STACKCannot find the GuiElement 'ShipDesign#1614'
Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo) Gui:GetTitle(System.Reflection.ParameterInfo) GuiColonizedStarSystem:get_ConstructionQueue() System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCell:SetComparable(System.Reflection.ParameterInfo) GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:40:240STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:40:240STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:40:240STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:40:241STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:40:241STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:50:836STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:50:836STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:50:836STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:50:836STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:26:50:836STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:27:01:238STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:01:238STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:01:238STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:01:239STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:01:239STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:01:239STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:03:781STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:03:781STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:03:782STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:27:32:650STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:32:650STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:32:849STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:32:866STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:32:965STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:33:082STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:33:249STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:33:249STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:33:948STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:34:148STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:34:148STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:34:348STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:34:365STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:34:482STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:34:599STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:34:748STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:34:748STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:35:448STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:36:249STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:36:249STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:36:449STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:36:465STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:36:565STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:36:682STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:36:848STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:36:849STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:37:448STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:39:648STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:39:666STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:39:765STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:39:882STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:048STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:048STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:40:048STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 42)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:40:082STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:748STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:40:782STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:782STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:848STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:948STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:40:999STACKDisposing ServerEncounter 1758
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:000STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:000STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:015STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:082STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:132STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:212STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:212STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:212STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:212STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:212STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACKCan't find network achievement: RESEARCH_QUADRANT_MILITARY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:213STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.09 Politics02 = 0.04 Politics03 = 0.11 Politics04 = 0.11 Politics05 = 0.00 Politics06 = 0.66 Politics00 = 0.00 TOTAL_SCORE = 285.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:251STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.07 Politics03 = 0.58 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 413.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:297STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.16 Politics02 = 0.37 Politics03 = 0.09 Politics04 = 0.06 Politics05 = 0.05 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 201.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:350STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:350STACK[ChatMessage] RECV: l:/_turn/43 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:484STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000000BF, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:565STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:665STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:682STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:699STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:699STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:699STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:732STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:41:732STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:010STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:010STACK[ChatMessage] RECV: l:/_turn/43 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:023STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:023STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:023STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:040STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:582STACK[Order] OrderRetrofitMinorFleet::DepartmentOfDefense/OrderRetrofitMinorFleet#000000C7, [Empire6]; FleetGUID: 1197; State: Developping
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:649STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000C9, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:742STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000000CA, [Empire7], GUID = 1766, ShipDesigns = MFPiratesSmallAttackAvg x 1, MFPiratesSmallAttackStrong x 1, MFPiratesMediumAttackAvg x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:765STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000CB, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1058.4
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:832STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000CD, [Empire8], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:885STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000000CE, [Empire8], GUID = 1767, ShipDesigns = MFAdvancedSmallAttackAvg x 1, MFAdvancedSmallAttackStrong x 1, MFAdvancedMediumAttackAvg x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:901STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000CF, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1064
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:985STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:42:986STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:43:149STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:43:449STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:43:466STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:43:482STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:43:549STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:43:549STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:43:966STACK[AI0] TaskForce Cancel Guard System with motivation 0.02382353 for Guard System with motivation 0.0242647
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:43:966STACK[AI0] Unassign fleet 1634/751 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:44:317STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:44:579STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:27:44:600STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:44:600STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:44:616STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000D1, Ticket: 00000085
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:44:650STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:44:812STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AutomatedDeliveryFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() AutomatedDeliveryFleetAction:ClientOnDestinationReached() GoToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:152STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000000E1, Ticket: 00000095, [Empire2], ShipGUIDs: 1451 1517 , HeroGUID: 0, Position: NodeIndex:33, FleetGUID: 1777
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:682STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F1, Ticket: 000000A5, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:716STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F2, Ticket: 000000A6, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:749STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F3, Ticket: 000000A7, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:782STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#000000F4, Ticket: 000000A8, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:833STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000000F5, Ticket: 000000A9, [Empire2], ShipGUIDs: 1669 , HeroGUID: 0, Position: NodeIndex:32, FleetGUID: 1786
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:853STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F6, Ticket: 000000AA, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:45:883STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#000000F7, Ticket: 000000AB, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:349STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:46:366STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:515STACKCancelling actions on Zaines (8) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:532STACK[Empire 10] OrderEntityAction preprocessing failed because the linked entity action was no longer valid.
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:532STACKGoToFleetAction #1412: MoveTo order failed.
GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:649STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010E, [Empire1], Entity index: 398
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:682STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010F, [Empire1], Entity index: 400
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:715STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000110, [Empire10], Entity index: 1405
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:799STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:932STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:949STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000111, [Empire2], Entity index: 350
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:46:983STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000112, [Empire2], Entity index: 349
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:049STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000114, [Empire10], Entity index: 1410
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:049STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:47:049STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:47:083STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000115, [Empire10], Entity index: 1409
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:135STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000116, [Empire10], Entity index: 1408
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:165STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000117, [Empire10], Entity index: 1407
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:199STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000118, [Empire10], Entity index: 1402
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:266STACK[AI0] Unassign fleet 1634/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:47:649STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:649STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:47:684STACKCancelling actions on Esh (160) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:765STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:782STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:815STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000122, Ticket: 000000CA, [Empire2], ShipsGUID: 1451,1517
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:47:850STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000123, Ticket: 000000CB, [Empire2], ShipsGUID: 1286,1575
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:49:116STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000129, [Empire10], Entity index: 1413
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:49:549STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo) FleetDockingController:SelectArrivingFleet(System.Reflection.ParameterInfo) FleetDockingController:Dock_OnDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:NotifyDockedEntitiesCollectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MoveToFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() MoveToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:49:567STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:27:49:583STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000012A, [Empire0], Entity index: 404
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:49:848STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:49:865STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:49:965STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:50:382STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:50:499STACK[AI0] Sync took 0.6560376 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:50:500STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:50:500STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 717
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:50:500STACK[AI0] TaskFailed Return to base for upgrade/ 717
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:50:500STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 723
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:50:500STACK[AI0] TaskFailed Return to base for upgrade/ 723
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:50:915STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:51:115STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:51:148STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000132, Ticket: 000000D7, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:53:048STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000135, [Empire2], Entity index: 355
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:53:315STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:53:332STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:53:431STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:53:548STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:53:715STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:53:715STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:54:115STACK[AI0] Unassign fleet 1634/779 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:54:315STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:54:432STACKBegin encounter simulation ignition 52855
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:54:733STACKEnd encounter simulation ignition 52857
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:54:765STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:54:831STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:54:832STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:54:881STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:082STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:082STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:448STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:448STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:582STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:582STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:698STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:698STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:747STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:748STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:798STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:798STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:55:866STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:56:533STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:56:547STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:56:649STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:56:766STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:56:933STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:56:933STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:56:933STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1343 30
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:56:933STACK[AI0] TaskFailed Gameplay Fleet Mission 1343/ 30
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:27:57:098STACKCancelling actions on Jyem (245) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:57:115STACK[Empire 10] OrderEntityAction preprocessing failed because GuardEmpireLocalActionDefinition cannot be executed with given parameters.
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:57:532STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:58:398STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:27:58:398STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:27:59:732STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:27:59:749STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:59:849STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:27:59:965STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:00:032STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:00:032STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:00:632STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:00:832STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:07:297STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CuriosityEffectDefinition_Droplist:Apply(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CuriosityDefinition:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Curiosity:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ExpeditionFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:297STACK[Quests] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 0
QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo) QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ExpeditionFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:345STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:07:345STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:07:353STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000151, [Empire0], ContextGUID: 0, ResourceName: Strategic1, Amount: -50
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:382STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000152, [Empire0], ContextGUID: 0, ResourceName: Strategic2, Amount: -50
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:456STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000154, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfEducation+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:482STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000155, Ticket: 000000F3
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:515STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000156, Ticket: 000000F4
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:531STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:07:548STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:548STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000157, Ticket: 000000F5
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:650STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:682STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:698STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:798STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:07:899STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:08:032STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:08:032STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:08:448STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:28:08:631STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:10:833STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:10:849STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:10:949STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:11:066STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:11:234STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:11:234STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:11:649STACK[AI0] Unassign fleet 1634/802 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:28:11:933STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:28:44:199STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000158, Ticket: 000000F6, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:44:232STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000159, Ticket: 000000F7, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:47:715STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015A, Ticket: 000000F8, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:47:748STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015B, Ticket: 000000F9, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:58:115STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015C, Ticket: 000000FA, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:28:58:149STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015D, Ticket: 000000FB, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:00:932STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015E, Ticket: 000000FC, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:00:965STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000015F, Ticket: 000000FD, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:12:199STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000160, Ticket: 000000FE, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:12:232STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000161, Ticket: 000000FF, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:600STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000162, Ticket: 00000100, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfInternalAffairs+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:649STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:13:649STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:13:781STACK[Order] OrderColonize::DepartmentOfTheInterior/OrderColonize#00000167, [Empire9], PlanetGUID: 863, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1797, ColonizedStarsystemGUID: 1796, ColonizedPlanetGUID: 1798, PropagandaGUID: 1799
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:781STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+ c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:799STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000168, Ticket: 00000101
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:832STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:13:849STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:899STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:953STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestMarker:Initialize() GameClient+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:13:980STACK[Curiosities] Spawned Curiosity #1801 (Curiosity_Quest_Cravers7) on Infinite Factory I(Planet 0)
DepartmentOfTheInterior+c__Iterator1E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:14:033STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:14:165STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:14:232STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:14:248STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:14:832STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:17:032STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:17:048STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:17:148STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:17:265STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:29:17:348STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:17:348STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:18:048STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:29:19:767STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1794
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:19:767STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:19:767STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SkillTreeBasePanel:RefreshSkillTrees() SkillTreeBasePanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:19:767STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:21:064STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:22:997STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:23:981STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:25:597STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:26:131STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:28:098STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:29:41:050STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:IShipDesignRendererService.ChangeViewContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:41:050STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1794
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:41:050STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:41:050STACKUnload material LavaPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:29:41:050STACKUnload material VeldtPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:29:41:050STACKUnload material SwampPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:29:41:050STACKUnload material Anomaly_DenseAtmosphere
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:29:41:050STACKUnload material Anomaly_PolarTempest
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:29:41:333STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:29:41:333STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:29:41:599STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:29:41:599STACKAudio bank B_Heroes has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() HeroInspectionModalWindow:Unbind() HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:29:47:627STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:47:628STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:47:628STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:47:628STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:47:628STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:29:47:628STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:00:622STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#0000016E, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:06:408STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:06:409STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:06:409STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:06:409STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:06:409STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:06:409STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) MilitaryManPowerSidePanel:OnUpgradeButtonClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:13:718STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:30:13:783STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:13:783STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:13:980STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:13:997STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:14:097STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:14:213STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:14:381STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:14:381STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:14:782STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:30:15:081STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:15:950STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1794
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:15:950STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:15:950STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:26:231STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:26:947STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:27:947STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:29:031STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:30:831STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:31:614STACKTexture 'ENDLESS' not found for GuiElement 'CategoryHeroSkillTreeEndless'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureHeader:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:30:41:135STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:IShipDesignRendererService.ChangeViewContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:41:135STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1794
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:41:135STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:41:151STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:30:41:151STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:43:656STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEditShipDesignCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:43:656STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() GuiPanelHolder:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEditShipDesignCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:43:656STACKRefreshShipSlots: currentViewIndex == 3 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() GuiPanelHolder:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEditShipDesignCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:43:656STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() GuiPanelHolder:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEditShipDesignCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:30:43:727STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:30:43:727STACKRefreshShipSlots: currentViewIndex == 3 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:48:699STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:48:699STACKRefreshShipSlots: currentViewIndex == 3 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:48:699STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:53:415STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:53:415STACKRefreshShipSlots: currentViewIndex == 3 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:53:415STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=3 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:54:357STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=3
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) GuiPanelHolder:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBackToOverviewCb() HeroInspectionModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:357STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBackToOverviewCb() HeroInspectionModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:357STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBackToOverviewCb() HeroInspectionModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:373STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:30:54:374STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:54:387STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:54:387STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:54:583STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:54:602STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:715STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:849STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:30:54:983STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:54:983STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:55:383STACK[AI0] Unassign fleet 1634/806 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:30:55:682STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:30:56:009STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:30:56:009STACKAudio bank B_Heroes has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() HeroInspectionModalWindow:Unbind() HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:13:181STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:31:13:181STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:13:181STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:13:380STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:13:397STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:13:513STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:13:630STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:13:780STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:13:780STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:14:480STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:15:645STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000172, Ticket: 00000103, [Empire0], ShipGUIDs: 1621 1763 , HeroGUID: 0, Position: NodeIndex:3, FleetGUID: 1803
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:15:662STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:15:681STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:15:681STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:15:880STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:15:897STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:15:997STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:16:130STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:16:280STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:16:280STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:16:980STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:17:182STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:17:182STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:17:382STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:17:397STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:17:496STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:17:630STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:17:781STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:17:781STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:18:070STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#00000173, Ticket: 00000104, [Empire0], DestinationFleet: 1722, FleetsGUID: 1722,1803
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:18:087STACKTrying to refresh a GarrisonPanel with a null Garrison.
GarrisonPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:18:087STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:18:182STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:31:18:380STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:20:581STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:20:597STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:20:696STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:20:813STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:20:880STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:20:880STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:21:296STACK[AI0] Unassign fleet 1634/810 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:31:21:940STACKExpected PositiveDiffGauge & NegativeDiffGauge in ProgressGauge
ProgressGauge:RefreshDiffGauge(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProgressGauge:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetFleetLine:Bind(System.Reflection.ParameterInfo) EmpireFleetCard:RefreshFleetLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EmpireFleetCard:FillDefenders() EmpireFleetCard:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetSelectionModalWindow:RefreshEmpireCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetSelectionModalWindow:BindCards() TargetSelectionModalWindow:ShowTargets(System.Reflection.ParameterInfo) FleetActionButtonAttack:ShowSelectionWindow(System.Reflection.ParameterInfo) FleetActionButtonAttack:OnClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:31:21:940STACKExpected PositiveDiffGauge & NegativeDiffGauge in ProgressGauge
ProgressGauge:RefreshDiffGauge(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProgressGauge:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetFleetLine:Bind(System.Reflection.ParameterInfo) EmpireFleetCard:RefreshFleetLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EmpireFleetCard:FillDefenders() EmpireFleetCard:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetSelectionModalWindow:RefreshEmpireCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TargetSelectionModalWindow:BindCards() TargetSelectionModalWindow:ShowTargets(System.Reflection.ParameterInfo) FleetActionButtonAttack:ShowSelectionWindow(System.Reflection.ParameterInfo) FleetActionButtonAttack:OnClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:31:21:940STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:26:147STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:181STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:26:181STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:26:230STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:247STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:380STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:26:396STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:496STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:630STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:26:780STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:26:780STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:27:377STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:29:581STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:29:597STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:29:699STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:29:814STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:29:882STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:29:882STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:29:964STACKBegin encounter simulation ignition 65630
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:293STACKEnd encounter simulation ignition 65632
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:318STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:318STACKUnbinding service [IPlanetoidRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() PlanetoidRendererManager:UnloadIFN() DiscoveryRenderer:Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:318STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) ScanViewBattleRenderer:Unload() ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:318STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:319STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:319STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:319STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:319STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:319STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:IExternalViewRendererService.Disable() GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+ c__Iterator41:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:30:913STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:30:913STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) GalaxyEncounter+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:30:913STACKInitializing GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, load rendering technique ancillaries TextRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKBinding service [ITextRendererService] with context [Battle] with an instance of type [TextRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TextRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, the ancillary service 'TextRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, load rendering technique ancillaries ScanViewBattleRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, the ancillary service 'ScanViewBattleRenderer' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, load rendering technique ancillaries ProceduralGeometryRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKBinding service [ProceduralGeometryRendererManager] with context [Battle] with an instance of type [ProceduralGeometryRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProceduralGeometryRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKIn Technique Battle, the ancillary service 'ProceduralGeometryRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:31:30:913STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:913STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:913STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:31:30:914STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:30:999STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:33:604STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:33:629STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:33:737STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:33:917STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingMinorFactionPirates] for logo visual
GalaxyModuleHull:UpdateLogoParticleShooters() GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounterShip:InitLivery() GalaxyEncounterShip+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:35:532STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:581STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:582STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:631STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:682STACK[AI0] Sync took 2.7041547 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:35:682STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:35:831STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:832STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:948STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:35:948STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:065STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:065STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:082STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:31:36:148STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:149STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:198STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:198STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:251STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:31:36:264STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:36:281STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:36:298STACKCan't find network achievement: ATTACK_ALLY_WITH_PRIVATEERS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventFleetHasAttackedAnEnemy(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) AttackFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() AttackFleetAction:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+c__Iterator1E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:38:480STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:38:497STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:38:597STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:38:713STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:31:38:880STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:38:880STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:31:39:280STACK[AI0] Unassign fleet 1634/814 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:31:39:580STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:19:051STACKAudio bank B_Music has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_Specific has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_Heroes has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKAudio bank B_PirateShip has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEncounter:UnloadAudio() GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:051STACKReleasing the current world view technique...
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn technique Battle, unloading ancillaries.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn Technique Battle, unloading ancillary ProceduralGeometryRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [ProceduralGeometryRendererManager] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ProceduralGeometryRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn Technique Battle, unloading ancillary ScanViewBattleRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) ScanViewBattleRenderer:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn Technique Battle, unloading ancillary TextRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [ITextRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TextRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKIn Technique Battle, ancillaries unloaded.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKReleasing Technique Battle
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKTechnique Battle released
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:19:052STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyEncounter:Unload() GalaxyEncounter:TerminateBattle() GalaxyEncounter:Update()
13:32:24:213STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:32:24:213STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:32:24:280STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:24:280STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:24:480STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:24:532STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:24:613STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:24:729STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:24:879STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:24:880STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:25:580STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:28:363STACK[Order] OrderRepairShips::DepartmentOfDefense/OrderRepairShips#0000018E, [Empire0], ShipsGUID: 1617,1619,1763,1621
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:31:829STACK[Order] OrderUnassignHero::DepartmentOfEducation/OrderUnassignHero#0000018F, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfEducation+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:34:581STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:34:581STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:34:779STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:34:795STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:34:895STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:35:012STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:35:080STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:35:080STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:35:779STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:48:389STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:390STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:391STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:IExternalViewRendererService.LoadIFN() ShipDesignRenderer:Load() ShipDesignRenderer:LoadIFN() ShipDesignRenderer:IShipDesignRendererService.ChangeViewSize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ResizeShipDesignViewport() ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:48:418STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1171
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:48:418STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:48:418STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:48:418STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:48:432STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:32:48:432STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:49:906STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:49:906STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:49:906STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:49:907STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:49:907STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:49:907STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:49:933STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:32:49:933STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:50:095STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:50:112STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:50:212STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:50:330STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:50:496STACK[AI0] Sync took 0.402023 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:50:496STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:50:913STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:32:51:195STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:51:850STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:51:850STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:51:850STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:51:850STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:51:861STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1171
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:51:862STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:51:874STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:32:51:874STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:52:663STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1614
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:52:664STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:52:679STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:32:52:679STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:53:302STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:53:302STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:53:302STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:53:302STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:32:53:302STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:53:302STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:53:316STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:32:53:317STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:32:53:497STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:53:513STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:53:611STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:53:728STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:32:53:795STACK[AI0] Sync took 0.3010172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:53:795STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:32:54:220STACK[AI0] Unassign fleet 1634/818 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:32:54:511STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:05:229STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:05:229STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:05:229STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:08:579STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:08:579STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:08:579STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:10:618STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:10:619STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:10:619STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:10:619STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:10:619STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:10:619STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:10:827STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:10:843STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:10:949STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:11:077STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:11:227STACK[AI0] Sync took 0.4030231 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:11:227STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:11:864STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:33:11:930STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:12:032STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:12:032STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:12:228STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:12:245STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:12:378STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:12:495STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:12:618STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:12:618STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:13:329STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:28:185STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:33:28:242STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:28:242STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:28:445STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:28:462STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:28:561STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:28:678STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:28:845STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:28:845STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:29:245STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:33:29:546STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:31:648STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1805
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:31:648STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:31:664STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:33:31:665STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:32:943STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:33:32:943STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:33:32:943STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:33:32:943STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:33:32:944STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:32:944STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:32:962STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:33:32:962STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:33:147STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:33:163STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:33:262STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:33:379STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:33:33:547STACK[AI0] Sync took 0.401023 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:33:547STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:33:962STACK[AI0] Unassign fleet 1634/822 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:33:34:247STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:33:48:021STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:48:021STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:48:021STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:55:930STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:55:930STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:33:55:930STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:01:308STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:308STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:308STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:308STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:308STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:01:308STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:01:493STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:01:512STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:610STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:743STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:01:894STACK[AI0] Sync took 0.402023 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:01:894STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:02:463STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1615
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:02:463STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:02:613STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:03:433STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:03:434STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:04:152STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:04:152STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:04:152STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:04:152STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:04:167STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:04:167STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:04:211STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:04:211STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:04:411STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:04:429STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:04:528STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:04:646STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:04:817STACK[AI0] Sync took 0.4010229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:04:817STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:05:512STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:08:245STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:08:246STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:08:246STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:08:880STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:08:880STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:08:880STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:047STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:047STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:047STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:828STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:828STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:14:828STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:19:388STACKAudio bank B_CRAVER_HULL_SMALL_Defense has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:388STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:388STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:388STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:428STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:19:428STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:19:626STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:19:647STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:743STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:19:876STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:20:026STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:20:027STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:20:427STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:34:20:727STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:20:880STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1806
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:20:880STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:20:895STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:20:895STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:21:466STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:21:466STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:21:467STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:21:467STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:21:482STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:21:482STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:21:528STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:21:528STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:21:730STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:21:744STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:21:843STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:21:960STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:22:128STACK[AI0] Sync took 0.401023 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:22:128STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:22:544STACK[AI0] Unassign fleet 1634/826 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:34:22:827STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:23:312STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:23:312STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:23:312STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:24:212STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:24:212STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:24:212STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:26:476STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:476STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:476STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:477STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:477STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:26:477STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:26:644STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:26:664STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:760STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:26:893STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:27:031STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:27:031STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:27:743STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:28:703STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#913
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:28:703STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:29:116STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]
GalaxyModuleHull:Load() GalaxyModule:ForceLoadIFN() ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo) ShipDesignRenderer+ShipDesignView:OneStepStateMachine() ShipDesignRenderer+ShipDesignView:AllStepStateMachine() ShipDesignRenderer+ShipDesignView:OnUpdate() ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:29:116STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:29:117STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:30:006STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:30:007STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:30:007STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:30:007STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:30:023STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]
GalaxyModuleHull:Load() GalaxyModule:ForceLoadIFN() ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo) ShipDesignRenderer+ShipDesignView:OneStepStateMachine() ShipDesignRenderer+ShipDesignView:AllStepStateMachine() ShipDesignRenderer+ShipDesignView:OnUpdate() ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:30:023STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:30:023STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:30:040STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:30:040STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:30:245STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:30:261STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:30:362STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:30:478STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:30:544STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:30:544STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:31:244STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:31:345STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:31:345STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:31:345STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:36:677STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:36:678STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:36:678STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:37:398STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:37:398STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:37:398STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:38:294STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:38:295STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:38:295STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:39:164STACKAudio bank B_CRAVER_HULL_SMALL_Civilian has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:164STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:164STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:164STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:165STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:39:165STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:39:360STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:39:376STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:476STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:611STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:39:759STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:39:759STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:40:159STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:34:40:459STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:40:898STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1171
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:40:898STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:40:911STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:40:911STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:41:583STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:HideShipDesignOverviewInMilitaryScreen() ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:41:583STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:41:583STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:41:584STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:OnEditShipDesignCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:34:41:598STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:34:41:598STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:41:661STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:41:661STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:41:861STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:41:884STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:41:978STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:42:094STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:34:42:261STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:42:261STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:42:661STACK[AI0] Unassign fleet 1634/830 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:34:42:964STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:34:46:162STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:46:162STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:46:162STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:48:828STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:48:828STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:48:828STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:51:779STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:51:779STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:51:779STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:52:677STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:52:677STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:34:52:677STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:35:08:423STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:08:424STACKAudio bank B_CRAVER_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:08:424STACKAudio bank B_CRAVER_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:08:424STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator4F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:08:424STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:08:424STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:09:093STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:09:109STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:09:211STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:09:342STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:09:493STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:09:493STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:10:192STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:11:313STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverviewPanel currentViewIndex=0 shipDesign=ShipDesign#1545
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:35:11:313STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:35:11:328STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]
GalaxyModuleHull:Load() GalaxyModule:ForceLoadIFN() ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo) ShipDesignRenderer+ShipDesignView:OneStepStateMachine() ShipDesignRenderer+ShipDesignView:AllStepStateMachine() ShipDesignRenderer+ShipDesignView:OnUpdate() ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:35:11:329STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:35:11:329STACKRefreshShipSlots: currentViewIndex == 0 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:35:14:343STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignsListPanel:set_SelectedGuiShipDesign(System.Reflection.ParameterInfo) ShipDesignsListPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MilitaryScreen:DepartmentOfDefense_ShipDesignsCollectionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:OnShipDesignsCollectionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:RemoveShipDesign(System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:14:412STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:14:412STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:14:609STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:14:629STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:14:726STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:14:842STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:15:009STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:15:009STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:15:709STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:42:397STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:35:42:447STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:42:447STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:42:644STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:42:661STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:42:761STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:42:877STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:35:43:045STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:43:045STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:43:461STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:35:43:744STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:35:58:061STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:36:07:030STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Infinite Factory I
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:36:15:760STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:36:15:760STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:36:15:844STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:15:844STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:16:044STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:16:060STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:16:160STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:16:277STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:16:345STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:16:345STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:16:760STACK[AI0] Unassign fleet 1634/834 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:36:17:043STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:23:227STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:36:26:778STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000198, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:26:844STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:26:844STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:27:045STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:27:061STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:27:161STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:27:294STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:27:444STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:27:444STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:28:144STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:28:228STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000199, [Empire0]: 1539 1811 Begin 0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:29:478STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#0000019A, [Empire0]: 1539 1811 Begin 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:39:543STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:39:544STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:39:743STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:39:760STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:39:860STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:39:977STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:40:043STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:40:043STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:40:643STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:42:144STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:GalaxyNodeVisibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:36:42:845STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:42:864STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:42:960STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:43:078STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:36:43:143STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:43:143STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:36:43:560STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:36:43:844STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:17:359STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo) EndTurnWindow+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EndTurnWindow:SelectIdleFleet(System.Reflection.ParameterInfo) EndTurnWindow:OnNextIdleFleetCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:37:17:359STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:17:359STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:17:376STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:37:17:561STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:17:576STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:17:677STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:17:793STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:17:859STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:17:859STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:18:276STACK[AI0] Unassign fleet 1634/838 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:37:18:560STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:22:860STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:37:22:860STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:37:22:860STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:22:860STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:23:060STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:23:077STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:23:210STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:23:326STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:23:460STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:23:460STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:24:160STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:29:877STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Select(System.Reflection.ParameterInfo) ProbeLaunchingCursor:SwitchToGalaxyCursor() ProbeLaunchingCursor: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()
13:37:29:877STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:37:29:877STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:37:29:960STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:29:960STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:30:160STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:30:176STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:30:277STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:30:410STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:30:560STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:30:560STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:31:262STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:32:860STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:32:860STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:33:060STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:33:077STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:33:177STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:33:293STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:33:360STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:33:360STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:33:776STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:37:34:060STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:34:560STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:34:560STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:34:760STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:34:777STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:34:877STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:34:993STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:37:35:060STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:35:060STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:37:35:476STACK[AI0] Unassign fleet 1634/842 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:37:35:759STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:04:393STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:38:05:876STACKDrag-drop: finishing drag-drop on no target.
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:38:05:876STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:38:08:943STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#000001A1, [Empire0]: 1133 1684 Begin 0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:15:660STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:15:660STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:15:859STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:15:877STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:15:976STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:16:109STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:16:260STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:16:260STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:16:860STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:19:059STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:19:076STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:19:176STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:19:292STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:19:359STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:19:359STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:20:075STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:24:376STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:38:24:376STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:38:24:459STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:24:459STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:24:659STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:24:676STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:24:776STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:24:892STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:24:976STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:24:976STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 43)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:25:376STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.54796
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:25:610STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:642STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:659STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:25:692STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:692STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:759STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:859STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:909STACKDisposing ServerEncounter 1791
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:909STACKDisposing ServerEncounter 1804
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:909STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:909STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:926STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:25:993STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:042STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:061STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:062STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:062STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:126STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:126STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:126STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.08 Politics02 = 0.03 Politics03 = 0.10 Politics04 = 0.08 Politics05 = 0.05 Politics06 = 0.67 Politics00 = 0.00 TOTAL_SCORE = 367.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:172STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.06 Politics03 = 0.58 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 433.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:228STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.14 Politics02 = 0.38 Politics03 = 0.11 Politics04 = 0.05 Politics05 = 0.05 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 202.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:301STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:301STACKDisposing Encounter 1758
Encounter:Dispose() EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:301STACK[ChatMessage] RECV: l:/_turn/44 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:430STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000001A4, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:509STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:609STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:626STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:642STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:643STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:643STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:675STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:26:676STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:277STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:277STACK[ChatMessage] RECV: l:/_turn/44 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:286STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:286STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:286STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:309STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:808STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001AD, [Empire6], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:849STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#000001AE, [Empire6], GUID = 1816, ShipDesigns = MFPrimitiveSmallAttackAvg x 1, MFPrimitiveSmallAttackStrong x 1, MFPrimitiveMediumAttackAvg x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:875STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001AF, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -875
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:959STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:27:959STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:28:125STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:28:425STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:28:441STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:28:458STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:28:525STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:28:525STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:28:525STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 944 5
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:28:525STACK[AI0] TaskFailed Gameplay Fleet Mission 944/ 5
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:28:926STACK[AI0] Unassign fleet 1634/846 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:29:261STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:29:310STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:29:311STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:29:326STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001B1, Ticket: 00000124
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:29:326STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:29:688STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001BB, Ticket: 0000012E, [Empire1], ShipGUIDs: 1783 , HeroGUID: 0, Position: NodeIndex:45, FleetGUID: 1821
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:29:846STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001C0, Ticket: 00000133, [Empire2], ShipGUIDs: 1451 1286 1575 1517 , HeroGUID: 0, Position: NodeIndex:33, FleetGUID: 1822
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:30:209STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001CB, Ticket: 0000013E, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:30:243STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001CC, Ticket: 0000013F, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:30:276STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001CD, Ticket: 00000140, [Empire2], ConstructibleElementName: TechnologyDefinitionMilitary6, ConstructionGameEntityGUID: 1827, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:30:376STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000001D0, Ticket: 00000143, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:30:876STACKCancelling actions on Zinius (237) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:010STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E3, [Empire1], Entity index: 414
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:043STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E4, [Empire2], Entity index: 367
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:077STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E5, [Empire10], Entity index: 1444
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:110STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E6, [Empire10], Entity index: 1446
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:143STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E7, [Empire10], Entity index: 1447
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:176STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E8, [Empire10], Entity index: 1441
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001EA, [Empire10], Entity index: 1442
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:276STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001EB, [Empire10], Entity index: 1443
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:328STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001EC, [Empire2], Entity index: 366
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:328STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:31:343STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:443STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:593STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:31:726STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:31:726STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:31:927STACK[AI0] Unassign fleet 1634/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:32:327STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:32:393STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:32:493STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001F6, Ticket: 0000015E, [Empire2], system guid: 1330, contruction guid: 1787, resource name : EmpireMoney, buyout cost: 515.9021
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:32:493STACKThe construction 1787 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:32:643STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:32:661STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:32:876STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001FF, [Empire1], Entity index: 420
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:34:526STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:34:542STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:34:642STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:34:775STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:34:927STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:34:927STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:35:525STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:36:876STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000020B, [Empire1], Entity index: 419
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:37:042STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000020C, [Empire2], Entity index: 373
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:37:725STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:37:742STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:37:842STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:37:958STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:38:125STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:38:125STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:38:541STACK[AI0] Unassign fleet 1070/639 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:38:726STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:38:909STACKBegin encounter simulation ignition 90839
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:257STACKEnd encounter simulation ignition 90842
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:292STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:359STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:359STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:408STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:609STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:609STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:725STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:725STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:775STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:775STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:825STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:825STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:39:892STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:40:610STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:38:40:610STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:38:40:610STACKTrying to add the garrison 'Hangar#1134' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:38:40:960STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:40:978STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:41:076STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:41:193STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:41:360STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:41:360STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:41:560STACK[AI0] Unassign fleet 1070/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:41:776STACK[AI0] TaskForce Cancel Front clean orbit with motivation 0 for Front Intercept Fleet with motivation 0.4454625
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:41:776STACK[AI0] Unassign fleet 1822/739 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:38:41:959STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:41:993STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000226, Ticket: 00000188, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:44:159STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:44:176STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:44:276STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:44:426STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:44:569STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:44:569STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:45:159STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:47:359STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:47:375STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:47:475STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:47:592STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:47:759STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:47:759STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:48:459STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:52:276STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:38:52:276STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:38:52:359STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:52:359STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:52:560STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:52:576STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:52:677STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:52:792STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:38:52:959STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:52:959STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:38:53:659STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:03:560STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:03:560STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:03:760STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:03:776STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:03:877STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:03:993STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:04:160STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:04:160STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:04:860STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:06:361STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:06:361STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:06:562STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000022B, [Empire0], Entity index: 427
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:06:562STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:06:576STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:06:678STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:06:793STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:06:959STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:06:959STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:07:659STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:14:459STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:14:459STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:14:659STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:14:676STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:14:775STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:14:892STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:15:059STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:15:059STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:15:759STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:19:742STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:39:21:743STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:39:26:360STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:39:26:860STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:39:27:793STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:39:32:059STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:32:059STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:32:259STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:32:276STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:32:376STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:32:492STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:32:659STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:32:659STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:33:359STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:51:359STACKDrag-drop: applying drop on target 'SpaceportStarSystemSidePanel (SpaceportSidePanel)'
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:39:51:359STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:39:51:377STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000022E, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:51:377STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:51:458STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:51:458STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:51:658STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:51:677STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:51:775STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:51:892STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:39:52:058STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:52:058STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:52:549STACKCannot find the GuiElement 'ShipDesign#1615'
Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo) Gui:GetTitle(System.Reflection.ParameterInfo) GuiColonizedStarSystem:get_ConstructionQueue() System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCell:SetComparable(System.Reflection.ParameterInfo) GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:RefreshLineEntry(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:Refresh(System.Reflection.ParameterInfo) SystemSelectionModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:39:52:757STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:39:58:577STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#0000022F, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:04:242STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:40:04:242STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:40:04:258STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:04:258STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:04:459STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:04:476STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:04:576STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:04:692STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:04:858STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:04:858STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 44)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:05:557STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:05:592STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:625STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:641STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:641STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:708STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:808STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:858STACKDisposing ServerEncounter 1828
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:858STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:858STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:875STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:941STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:05:991STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:075STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.08 Politics02 = 0.03 Politics03 = 0.10 Politics04 = 0.09 Politics05 = 0.05 Politics06 = 0.66 Politics00 = 0.00 TOTAL_SCORE = 372.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:076STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000230, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:120STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.05 Politics03 = 0.58 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 429.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:182STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:182STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.13 Politics02 = 0.37 Politics03 = 0.11 Politics04 = 0.06 Politics05 = 0.05 Politics06 = 0.28 Politics00 = 0.00 TOTAL_SCORE = 203.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:230STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000232, [Empire2]: System #461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:267STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:267STACKDisposing Encounter 1791
Encounter:Dispose() EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:267STACKDisposing Encounter 1804
Encounter:Dispose() EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:267STACK[ChatMessage] RECV: l:/_turn/45 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:267STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000233, [Empire2]: System #901
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:291STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000234, [Empire2]: System #1013
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:325STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000235, [Empire2]: System #1330
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:358STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000236, Ticket: 0000018F
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:393STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000237, Ticket: 00000190
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:430STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000238, [Empire2], ColonizedStarSystemGUID: 1518, StarSystemState: Colony
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:558STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000023B, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:641STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:741STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:758STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:775STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:775STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:775STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:808STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:06:808STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:101STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:101STACK[ChatMessage] RECV: l:/_turn/45 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:114STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:114STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:114STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:137STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:145STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000023D, Ticket: 00000191
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:207STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000023F, Ticket: 00000192
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:675STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000247, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:714STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000248, [Empire7], GUID = 1839, ShipDesigns = MFPiratesSmallAttackAvg x 1, MFPiratesSmallAttackStrong x 1, MFPiratesMediumAttackAvg x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:741STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000249, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1058.4
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:825STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:825STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:07:958STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:08:257STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:08:275STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:08:291STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:08:358STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:08:358STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:09:142STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:09:191STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:09:191STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:09:258STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:10:175STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000268, Ticket: 000001B0, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:224STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000269, Ticket: 000001B1, [Empire2], ShipGUIDs: 1788 , HeroGUID: 0, Position: NodeIndex:29, FleetGUID: 1846
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:247STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000026A, Ticket: 000001B2, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:275STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000026B, Ticket: 000001B3, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:308STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000026C, Ticket: 000001B4, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:341STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000026D, Ticket: 000001B5, [Empire2]: StarSystemGUID: 1518, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:10:374STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000026E, Ticket: 000001B6, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:075STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000283, [Empire2]: System #1518
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:108STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000284, [Empire1], Entity index: 433
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:141STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000285, [Empire1], Entity index: 435
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:158STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:11:175STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:175STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000286, [Empire1], Entity index: 436
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:208STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000287, [Empire2], Entity index: 386
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:241STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000288, [Empire9], Entity index: 28
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:274STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000289, [Empire10], Entity index: 1473
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:309STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_ScienceAndExploration_Stage2_B
GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:ShowNextUnreadGuiNotification() GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:309STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:309STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:309STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:309STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:309STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:310STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCollectionThresholdReachedNotificationWindow:OnPopulationScreenCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:11:310STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028A, [Empire10], Entity index: 1474
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:358STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028B, [Empire10], Entity index: 1477
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:392STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028C, [Empire10], Entity index: 1478
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:427STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028D, [Empire2], Entity index: 384
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:460STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028E, [Empire10], Entity index: 1479
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:559STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000028F, [Empire10], Entity index: 1480
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:590STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:741STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:11:857STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:11:857STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:12:458STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:12:532STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000296, Ticket: 000001D1, [Empire1], ShipsGUID: 1031,1316,1378,1201
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:12:791STACKCancelling actions on Seginus (269) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 1
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:14:658STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:14:675STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:14:775STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:14:891STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:14:958STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:14:958STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:15:558STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:15:678STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:678STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable .Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:679STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:725STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002AB, [Empire2]: System #461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:758STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002AC, [Empire2]: System #901
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:791STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002AD, [Empire2]: System #1013
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:825STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002AE, [Empire2]: System #1330
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:858STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002AF, [Empire2]: System #1518
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:892STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002B0, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:15:958STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002B2, [Empire1], Entity index: 442
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:16:925STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:16:925STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:16:926STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:17:758STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:17:775STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:17:874STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:18:008STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:18:158STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:18:158STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:18:575STACK[AI0] TaskForce Cancel Guard System with motivation 0.285 for Front clean orbit with motivation 0.57
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:18:575STACK[AI0] Unassign fleet 1424/675 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:18:591STACK[AI0] TaskForce Cancel Guard System with motivation 0 for Front clean orbit with motivation 0.57
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:18:591STACK[AI0] Unassign fleet 1070/711 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:18:758STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:18:825STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000002B4, Ticket: 000001E5, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:18:858STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000002B5, Ticket: 000001E6, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:18:925STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002B7, [Empire2], Entity index: 395
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:20:509STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:509STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:510STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:510STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:510STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:510STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:40:20:957STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:20:974STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:21:076STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:21:208STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:21:358STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:21:358STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:21:575STACK[AI0] Unassign fleet 1424/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:21:575STACK[AI0] Unassign fleet 1070/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:21:957STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:24:157STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:24:175STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:24:307STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:24:424STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:24:569STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:24:569STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:24:974STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:25:157STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:27:400STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:27:408STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:27:507STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:27:924STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:40:28:074STACK[AI0] Sync took 0.7070404 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:28:074STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:40:28:474STACK[AI0] Unassign fleet 1424/853 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:40:28:774STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:01:205STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1418
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:01:205STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:01:206STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide() HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroUpdateNotificationWindow:OnInspectCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:12:621STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:IShipDesignRendererService.ChangeViewContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:12:621STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignOverview currentViewIndex=2 shipDesign=ShipDesign#1418
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:12:621STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignOverviewPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroInspectionModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiModalWindow:OnCancelCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:41:12:622STACKUnload material BarrenPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:41:12:703STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull02]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:41:12:703STACKRefreshShipSlots: currentViewIndex == 2 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:14:755STACK[ShipDesignRenderer] HideShipView: this=ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroOverviewPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:14:756STACKAudio bank B_Heroes has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() HeroInspectionModalWindow:Unbind() HeroInspectionModalWindow:OnEndHide() Amplitude.Unity.Gui.GuiPanel+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:25:408STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:41:25:408STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:41:25:408STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:25:408STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:25:608STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:25:625STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:25:724STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:25:842STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:26:008STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:26:008STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:26:708STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:29:285STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002BB, Ticket: 000001E9, [Empire0], ShipGUIDs: 1623 1625 , HeroGUID: 0, Position: NodeIndex:3, FleetGUID: 1860
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:29:300STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:29:300STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:29:300STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:29:508STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:29:524STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:29:624STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:29:758STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:29:907STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:29:908STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:30:608STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:30:907STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:30:908STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:31:108STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:31:124STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:31:225STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:31:340STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:31:507STACK[AI0] Sync took 0.4010229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:31:507STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:31:846STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#000002BC, Ticket: 000001EA, [Empire0], DestinationFleet: 1722, FleetsGUID: 1722,1860
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:31:862STACKTrying to refresh a GarrisonPanel with a null Garrison.
GarrisonPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:31:862STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:41:31:907STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:41:32:108STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:33:680STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000002BD, [Empire0], ShipsGUID: 1617,1619,1763,1621
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:34:307STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:34:324STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:34:424STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:34:541STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:34:707STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:34:707STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:35:107STACK[AI0] Unassign fleet 1424/878 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:41:35:407STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:36:509STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:36:509STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:36:708STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:36:724STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:36:824STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:36:974STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:37:107STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:37:107STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:37:807STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:40:308STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:40:308STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:40:508STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:40:525STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:40:624STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:40:741STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:40:893STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:40:908STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:41:494STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:43:708STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:43:725STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:43:809STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C0, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:43:941STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:44:074STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:44:091STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C1, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:44:208STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:44:208STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:44:459STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C2, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:44:608STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:41:44:792STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C3, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:44:809STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:45:692STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C4, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:46:042STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C5, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:47:008STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:47:025STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:47:125STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:47:259STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:47:408STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:47:408STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:47:808STACK[AI0] Unassign fleet 1424/882 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:41:48:107STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:50:292STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C6, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:50:310STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:50:310STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:50:508STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:50:524STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:50:624STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:50:758STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:50:775STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C7, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:50:908STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:50:908STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:51:508STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:52:525STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002C8, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:53:707STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:53:724STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:53:824STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:53:957STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:54:108STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:54:108STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:54:807STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:56:807STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:56:807STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:57:007STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:57:024STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:57:124STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:57:240STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:41:57:407STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:57:407STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:41:57:807STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:41:58:007STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:00:207STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:00:223STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:00:324STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:00:474STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:00:608STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:00:608STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:01:008STACK[AI0] Unassign fleet 1424/886 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:01:208STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:03:408STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:03:424STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:03:524STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:03:640STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:03:807STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:03:807STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:04:507STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:27:943STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:42:29:508STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002CD, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:29:508STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:29:508STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:29:708STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:29:724STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:29:823STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:29:958STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:30:108STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:30:108STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:30:341STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002CE, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:30:707STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:32:907STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:32:923STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:33:024STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:33:157STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:33:308STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:33:308STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 45)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:33:709STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:34:008STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:35:442STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#000002CF, [Empire0]: 455 1861 Begin 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:38:475STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:42:39:858STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#000002D0, [Empire0]: 455 1869 Begin 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:43:390STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:43:423STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:43:440STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:43:440STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:44:575STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D3, [Empire1], Entity index: 425
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:740STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:840STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:890STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:890STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:907STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:47:973STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:023STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:106STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:106STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:106STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKCan't find network achievement: RESEARCH_QUADRANT_EMPIREDEVELOPMENT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:107STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:108STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.07 Politics02 = 0.04 Politics03 = 0.10 Politics04 = 0.08 Politics05 = 0.06 Politics06 = 0.64 Politics00 = 0.00 TOTAL_SCORE = 381.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:139STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.05 Politics03 = 0.59 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 444.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:185STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.18 Politics02 = 0.35 Politics03 = 0.09 Politics04 = 0.07 Politics05 = 0.05 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 211.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:241STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:241STACKDisposing Encounter 1828
Encounter:Dispose() EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:241STACK[ChatMessage] RECV: l:/_turn/46 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:457STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:556STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:574STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:590STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:590STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:590STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:623STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:623STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:925STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:925STACK[ChatMessage] RECV: l:/_turn/46 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:935STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:935STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:935STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:48:956STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:49:539STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:49:539STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:49:706STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:50:006STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:50:022STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:040STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:106STACK[AI0] Sync took 0.4070232 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:50:106STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:50:522STACK[AI0] Unassign fleet 1424/890 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:50:841STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:889STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:889STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:906STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002DC, Ticket: 000001F4
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:50:906STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:51:177STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002E4, Ticket: 000001FC, [Empire1], ShipGUIDs: 1783 , HeroGUID: 0, Position: NodeIndex:-1, FleetGUID: 1634
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:208STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002E5, Ticket: 000001FD, [Empire1], ShipGUIDs: 1845 , HeroGUID: 0, Position: NodeIndex:45, FleetGUID: 1887
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:811STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002F7, Ticket: 0000020F, [Empire2], ShipGUIDs: 1757 , HeroGUID: 0, Position: NodeIndex:33, FleetGUID: 1889
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:840STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000002F8, Ticket: 00000210, [Empire2], system guid: 1013, contruction guid: 1784, resource name : EmpireMoney, buyout cost: 571.3797
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:840STACKThe construction 1784 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:874STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002F9, Ticket: 00000211, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:907STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000002FA, Ticket: 00000212, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:957STACK[Empire 1] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:51:957STACKGoToFleetAction #454: MoveTo order failed.
GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:407STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:607STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030F, [Empire2], Entity index: 404
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:640STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000310, [Empire2], Entity index: 405
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:674STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000311, [Empire2], Entity index: 403
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:708STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000312, [Empire10], Entity index: 1507
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:740STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000313, [Empire10], Entity index: 1508
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:774STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000314, [Empire10], Entity index: 1510
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:840STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000316, [Empire10], Entity index: 1511
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:857STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:874STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:874STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000317, [Empire9], Entity index: 32
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:907STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000318, [Empire10], Entity index: 1514
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:907STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:52:923STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:941STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000319, [Empire10], Entity index: 1506
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:52:974STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000031A, [Empire10], Entity index: 1509
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:53:074STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000031C, [Empire10], Entity index: 1513
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:53:140STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:53:574STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:53:590STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000031D, [Empire10], Entity index: 1515
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:53:690STACK[AI0] Sync took 0.7710441 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:53:690STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:53:690STACK[AI0] Cancel Fleet mission without fleet Complete a fleet 1634 704
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_CompleteTaskForce:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:53:690STACK[AI0] TaskFailed Complete a fleet 1634/ 704
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:53:890STACK[AI0] Unassign fleet 1424/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:54:290STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:54:456STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:591STACKCancelling actions on Micre (172) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:623STACKCancelling actions on Echius (30) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 10
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:657STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:674STACK[Empire 10] OrderEntityAction preprocessing failed because GuardEmpireLocalActionDefinition cannot be executed with given parameters.
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:690STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000032E, Ticket: 00000237, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:890STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000334, [Empire1], Entity index: 455
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:907STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:924STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:974STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:54:990STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:56:490STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:56:506STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:56:657STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:56:806STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:56:998STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:56:998STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:57:407STACK[AI0] TaskForce Cancel Guard System with motivation 0.006354673 for Front clean orbit with motivation 0.02295158
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:57:407STACK[AI0] Unassign fleet 1822/714 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:42:57:590STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:57:807STACKBegin encounter simulation ignition 106188
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:132STACKEnd encounter simulation ignition 106190
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:157STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:157STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000349, [Empire1], Entity index: 457
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:257STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:257STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:307STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:507STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:507STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:874STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:874STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:923STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:58:923STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:041STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:041STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:090STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:090STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:140STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:140STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:207STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:824STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:42:59:840STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:42:59:940STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:00:057STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:00:124STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:00:124STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:00:340STACK[AI0] Unassign fleet 1822/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:00:540STACK[AI0] Fleet Cancel Find all nodes in constellation with motivation 0.1463 for Attack System with motivation 0.601825
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.FleetAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:00:724STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:00:841STACKBegin encounter simulation ignition 106353
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:174STACKEnd encounter simulation ignition 106355
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:174STACKBegin encounter simulation ignition 106355
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:208STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:516STACKEnd encounter simulation ignition 106358
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:541STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:558STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:558STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:626STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:626STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:658STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:724STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:857STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:858STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:924STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:924STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:974STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:01:974STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:024STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:024STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:041STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:041STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:091STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:091STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:158STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:158STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:191STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:258STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:258STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:02:357STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:03:024STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:03:040STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:03:141STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:03:257STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:03:424STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:03:424STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:03:824STACK[AI0] Unassign fleet 1424/898 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:04:024STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:04:091STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000384, [Empire10], Entity index: 1542
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:06:223STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:06:240STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:06:340STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:06:457STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:06:473STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000385, [Empire1], Entity index: 461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:06:624STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:06:624STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:07:040STACK[AI0] TaskForce Cancel Front clean orbit with motivation 0.02998079 for Front Intercept Fleet with motivation 0.475
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:07:040STACK[AI0] Unassign fleet 1070/835 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:07:056STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000388, [Empire2], Entity index: 417
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:07:090STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:43:07:224STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:07:240STACK[Empire 1] OrderRepairShips preprocessor failed: ShipsArentDocked
DepartmentOfDefense:RepairShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:07:240STACK[AI0] TaskFailed Repair : 1887/ 910
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:07:240STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfDefense/OrderRepairShips
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:07:257STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000038B, Ticket: 00000288, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:09:424STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:09:441STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:09:541STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:09:674STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:09:825STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:09:825STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:10:024STACK[AI0] Unassign fleet 1070/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:10:424STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:12:670STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:12:677STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:773STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:887STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:887STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable .Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:887STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizeFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() FleetActionWithFeedback:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:907STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:956STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000390, [Empire2]: System #461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:12:990STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000391, [Empire2]: System #901
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:13:053STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000392, [Empire2]: System #1013
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:13:053STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:13:053STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:13:073STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000393, [Empire2]: System #1330
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:13:107STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000394, [Empire2]: System #1518
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:13:140STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000395, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:13:623STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:15:823STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:15:840STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:15:940STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:16:073STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:16:223STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:16:224STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:16:623STACK[AI0] Unassign fleet 1424/908 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:16:823STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:16:857STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000397, Ticket: 0000028C, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:19:024STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:19:039STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:19:140STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:19:257STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:19:423STACK[AI0] Sync took 0.4010229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:19:423STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:20:123STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:25:594STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:43:25:594STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:43:25:594STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:43:25:595STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:43:25:595STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:43:45:657STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:45:657STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:45:857STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:45:874STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:46:044STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:46:224STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:46:358STACK[AI0] Sync took 0.5000286 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:46:359STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:46:707STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000039A, [Empire0], Entity index: 456
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:46:957STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:49:156STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:49:173STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:49:273STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:49:390STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:49:556STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:49:556STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:50:256STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:52:529STACKCancelling actions on Zaines (8) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:52:556STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:52:556STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:52:756STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:52:773STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:52:873STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:52:989STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:43:53:156STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:53:156STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:43:53:556STACK[AI0] Unassign fleet 1424/913 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:43:53:856STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:00:684STACKEntering state ServerGroundBattleState_Setup
ServerGroundBattleState:Begin(System.Reflection.ParameterInfo) ServerGroundBattleState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerGroundBattle:Update() GameServerState_Turn_Main:UpdateGroundBattles() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:684STACKEntering state ServerGroundBattleState_WaitForStrategies
ServerGroundBattleState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerGroundBattle:Update() GameServerState_Turn_Main:UpdateGroundBattles() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:800STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:00:800STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:00:825STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000003A1, Ticket: 00000290
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:825STACK[TutorialDebug] AnimateX(1580 -> 970)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:SetupPages() TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:826STACK[TutorialDebug] AnimateY(82.66666 -> 82.66666)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:SetupPages() TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:826STACK[TutorialDebug] AnimateX(1580 -> 970)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:826STACK[TutorialDebug] AnimateY(82.66666 -> 82.66666)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:826STACK[TutorialDebug] AnimateX(1580 -> 970)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:826STACK[TutorialDebug] AnimateY(82.66666 -> 82.66666)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:00:839STACK[TutorialDebug] AnimateX(1580 -> 970)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:44:00:839STACK[TutorialDebug] AnimateY(82.66666 -> 82.66666)
TutorialPopupPanel:SetUpAnimation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TutorialPopupPanel:UpdatePosition(System.Reflection.ParameterInfo) TutorialPopupPanel:UpdateTransform() TutorialPopupPanel:UpdatePageButtonsVisibility() TutorialPopupPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:44:00:958STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:00:975STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:01:074STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:01:225STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:01:358STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:01:358STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:01:958STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:04:158STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:04:174STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:04:274STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:04:391STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:04:558STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:04:558STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:04:824STACK[TutorialPanel] OnValidateButtonCb
TutorialPopupPanel:OnValidateButtonCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:44:05:157STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:07:357STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:07:373STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:07:473STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:07:590STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:07:756STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:07:757STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:08:356STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:10:557STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:10:573STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:10:673STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:10:789STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:10:956STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:10:956STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:11:373STACK[AI0] Unassign fleet 1424/916 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:44:11:556STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:13:756STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:13:773STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:13:873STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:13:990STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:14:056STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:14:056STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:14:657STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:16:856STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:16:873STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:16:973STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:17:089STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:17:256STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:17:256STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:17:856STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:20:057STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:20:073STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:20:207STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:20:323STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:20:457STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:20:457STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:21:057STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:23:257STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:23:274STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:23:374STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:23:490STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:23:657STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:23:657STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:24:074STACK[AI0] Unassign fleet 1424/919 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:44:24:257STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:26:456STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:26:473STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:26:573STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:26:740STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:26:857STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:26:857STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:27:456STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:29:656STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:29:673STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:29:789STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:29:906STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:30:057STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:30:057STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:30:656STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:32:857STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:32:873STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:32:973STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:33:090STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:33:156STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:33:156STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:33:757STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:35:959STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:35:976STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:36:075STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:36:191STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:36:257STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:36:257STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:36:673STACK[AI0] Unassign fleet 1424/922 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:44:36:855STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:39:058STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:39:075STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:39:174STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:39:290STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:39:357STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:39:357STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:39:953STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:42:156STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:42:173STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:42:272STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:42:388STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:42:454STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:42:454STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:43:067STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:45:255STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:45:271STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:45:371STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:45:487STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:45:553STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:45:553STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:46:166STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:48:360STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:48:376STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:48:477STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:48:593STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:48:764STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:48:764STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:49:161STACK[AI0] Unassign fleet 1424/925 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:44:49:360STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:51:563STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:51:580STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:51:680STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:51:800STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:51:966STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:51:966STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:52:562STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:54:761STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:54:777STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:54:877STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:54:993STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:55:158STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:55:158STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:55:755STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:57:958STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:57:975STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:58:074STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:58:190STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:44:58:256STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:58:256STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:44:58:869STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:01:073STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:01:090STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:01:189STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:01:305STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:01:478STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:01:478STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:01:876STACK[AI0] Unassign fleet 1424/928 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:02:075STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:04:270STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:04:286STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:04:386STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:04:502STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:04:568STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:04:568STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:05:165STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:07:368STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:07:385STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:07:484STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:07:945STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:08:110STACK[AI0] Sync took 0.7400423 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:08:110STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:08:707STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:10:911STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:10:928STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:11:027STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:11:143STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:11:209STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:11:209STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:11:807STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:14:010STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:14:027STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:14:126STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:14:242STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:14:309STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:14:309STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:14:723STACK[AI0] Unassign fleet 1424/931 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:14:922STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:17:108STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:17:125STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:17:225STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:17:340STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:17:407STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:17:407STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:18:020STACK[AI0] [MainState] Some gameplay features (encounter or ground battle) must be processed.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:20:223STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:20:239STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:20:305STACKEntering state ServerGroundBattleState_Report
ServerGroundBattleState:Begin(System.Reflection.ParameterInfo) ServerGroundBattleState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerGroundBattle:Update() GameServerState_Turn_AI_PrepareSync:UpdateGroundBattles() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:20:305STACKEntering state ServerGroundBattleState_Finish
ServerGroundBattleState:Begin(System.Reflection.ParameterInfo) ServerGroundBattleState_Finish:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerGroundBattle:Update() GameServerState_Turn_AI_PrepareSync:UpdateGroundBattles() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:20:306STACKEntering state ServerGroundBattleState_Finished
ServerGroundBattleState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerGroundBattle:Update() GameServerState_Turn_AI_PrepareSync:UpdateGroundBattles() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:059STACK1945.773: SpawnPhase
GroundBattleViewer:SpawnPhase() GroundBattleViewer:PrepareBattle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyGroundBattle:AskTransitionToBattle() GalaxyGroundBattle:GroundBattle_OnViewerDisplayRequested(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattle:RequestDisplayViewer() GroundBattle:SetBattleReport(System.Reflection.ParameterInfo) GameClient+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:059STACKUnable to find Tank AffinityEyders unit config!
GroundBattleViewer:GetUnitConfig(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattleViewer:SpawnPhase() GroundBattleViewer:PrepareBattle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyGroundBattle:AskTransitionToBattle() GalaxyGroundBattle:GroundBattle_OnViewerDisplayRequested(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattle:RequestDisplayViewer() GroundBattle:SetBattleReport(System.Reflection.ParameterInfo) GameClient+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:059STACKUnable to find Tank AffinityEyders unit config!
GroundBattleViewer:GetUnitConfig(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattleViewer:SpawnPhase() GroundBattleViewer:PrepareBattle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyGroundBattle:AskTransitionToBattle() GalaxyGroundBattle:GroundBattle_OnViewerDisplayRequested(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattle:RequestDisplayViewer() GroundBattle:SetBattleReport(System.Reflection.ParameterInfo) GameClient+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:059STACKUnable to find Plane AffinityEyders unit config!
GroundBattleViewer:GetUnitConfig(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattleViewer:SpawnPhase() GroundBattleViewer:PrepareBattle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyGroundBattle:AskTransitionToBattle() GalaxyGroundBattle:GroundBattle_OnViewerDisplayRequested(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattle:RequestDisplayViewer() GroundBattle:SetBattleReport(System.Reflection.ParameterInfo) GameClient+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:059STACKUnable to find Plane AffinityEyders unit config!
GroundBattleViewer:GetUnitConfig(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattleViewer:SpawnPhase() GroundBattleViewer:PrepareBattle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyGroundBattle:AskTransitionToBattle() GalaxyGroundBattle:GroundBattle_OnViewerDisplayRequested(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattle:RequestDisplayViewer() GroundBattle:SetBattleReport(System.Reflection.ParameterInfo) GameClient+c__Iterator21:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:386STACKThe requested layer descriptor 'GroundBattleLayer' is not supported by this layer controller. Operation aborted.
GalaxyLayerController:SwapLayerDescriptor(System.Reflection.ParameterInfo) GalaxyViewLevel:ApplyLayer() GalaxyViewLevelTransitionInstruction_ApplyTargetLayer:BeginInstruction() GalaxyViewLevelTransitionInstruction:Run() GalaxyViewLevelTransition:Update()
13:45:21:386STACK[Order] OrderCaptureStarSystemWithGroundBattle::DepartmentOfTheInterior/OrderCaptureStarSystemWithGroundBattle#000003A5, [Empire7], InfluencedColonizedStarSystemGUID: 476, NewOwnerEmpireIndex: 0, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: False
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:386STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:386STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+ c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #7, context: 'ColonizedStarSystem#476'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:387STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:388STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:389STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:390STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:391STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACK[Colo] [Empire#7] System Zaines (476) Removed.
DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo) DepartmentOfTheInterior:UnbindStarSystem(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__IteratorC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:392STACKCan't find network achievement: HORATIO_INVADE_HORATIO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventSystemGainedFromGroundBattle(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__IteratorC:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:667STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003A8, Ticket: 00000294
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:667STACKThe requested layer descriptor 'GroundBattleLayer' is not supported by this layer controller. Operation aborted.
GalaxyLayerController:SwapLayerDescriptor(System.Reflection.ParameterInfo) GalaxyViewLevel:ApplyLayer() GalaxyViewLevel:Focus(System.Reflection.ParameterInfo) GalaxyViewLevel_GroundBattle:Focus(System.Reflection.ParameterInfo) GalaxyViewLevelTransition:EndTransition() GalaxyViewLevelTransition:UpdateTransition() GalaxyViewLevelTransition:LateUpdate()
13:45:21:667STACKThe requested layer descriptor 'GroundBattleLayer' is not supported by this layer controller. Operation aborted.
GalaxyLayerController:SwapLayerDescriptor(System.Reflection.ParameterInfo) GalaxyViewLevel:ApplyLayer() GalaxyViewLevelTransition:EndTransition() GalaxyViewLevelTransition:UpdateTransition() GalaxyViewLevelTransition:LateUpdate()
13:45:21:743STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003A9, Ticket: 00000295
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:807STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000003AA, Ticket: 00000296
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:21:925STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:22:140STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:22:215STACK[AI0] Sync took 2.0001144 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:22:216STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:22:822STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:24:880STACK1949.912: ApproachPhase
GroundBattleViewer:ApproachPhase(System.Reflection.ParameterInfo) GroundBattleViewer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:45:24:880STACK1949.912: BombardmentPhase
GroundBattleViewer:BombardmentPhase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundBattleViewer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:45:25:050STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:25:067STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:25:175STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:25:294STACK[AI0] Can't retrieve colonized star system 476.
Amplitude.AI.Core.Snapshots.GameEvents.EventSystemLostToGroundBattle:AfterSynchronize() Amplitude.AI.Core.Services.Managers.EventRepositoryManager:AfterSynchronization() Amplitude.AI.Core.AIScheduler:SnapshotRepository_OnSynchronizationEnded(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.SnapshotRepositoryManager:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:25:332STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:25:408STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:25:408STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:25:611STACK[AI0] Invalid colonized star system in event system lost. Might have been destroyed
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeCaptureSystemLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:25:611STACK[AI0] Invalid colonized star system in event system lost. Might have been destroyed
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeCaptureSystemLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:25:611STACK[AI0] Invalid colonized star system in event system lost. Might have been destroyed
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeCaptureSystemLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:26:119STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:34:404STACK1959.437: Round#1
GroundBattleViewer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:45:34:404STACK1959.437: AttackPhase
GroundBattleViewer:AttackPhase(System.Reflection.ParameterInfo) GroundBattleViewer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:45:47:388STACK1972.42: Exit
GroundBattleViewer:Exit() GroundBattleScreen:HandleInput(System.Reflection.ParameterInfo) GroundBattleScreen:OnCloseCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:45:47:451STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:47:451STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:47:625STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:47:639STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:47:738STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:47:855STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:48:022STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:48:022STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:48:422STACK[AI0] Unassign fleet 1424/934 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:45:48:722STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:55:422STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003AB, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:55:522STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:55:522STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:55:722STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:55:738STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:55:838STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:55:973STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:45:56:072STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:45:56:122STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:56:122STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:45:56:822STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:02:539STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:46:03:723STACKDrag-drop: applying drop on target 'SpaceportStarSystemSidePanel (SpaceportSidePanel)'
DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:03:723STACKDrag-drop: cancelling'
DragDropWindow:CancelDragDrop() DragDropWindow+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:03:743STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000003AC, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:03:743STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:03:823STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:03:823STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:04:022STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:04:039STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:04:139STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:04:256STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:04:423STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:04:423STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:05:152STACKCannot find the GuiElement 'ShipDesign#1808'
Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo) Gui:GetTitle(System.Reflection.ParameterInfo) GuiColonizedStarSystem:get_ConstructionQueue() System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCell:SetComparable(System.Reflection.ParameterInfo) GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:RefreshLineEntry(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTable:Refresh(System.Reflection.ParameterInfo) SystemSelectionModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:05:152STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:11:974STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#000003AD, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:324STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003AE, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:324STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:17:324STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:17:521STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:17:538STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:638STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:771STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:805STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003AF, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:17:921STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:17:921STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:18:238STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003B0, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:18:521STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:20:255STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003B1, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:20:721STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:20:737STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:20:838STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:20:972STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:21:122STACK[AI0] Sync took 0.4000228 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:21:122STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:21:522STACK[AI0] Unassign fleet 1424/937 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:46:21:822STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:24:922STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:24:922STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:25:121STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:25:138STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:25:238STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:25:355STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:25:522STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:25:522STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:25:772STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#000003B2, [Empire0], Entity index: 459, Refund: False
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:26:222STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:29:623STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000003B3, [Empire0], ShipsGUID: 1617,1619,1763,1621,1625,1623
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:29:722STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:29:722STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:29:922STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:29:938STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:30:038STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:30:155STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:30:323STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:30:323STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:31:021STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:40:423STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:40:423STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:40:623STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:40:639STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:40:739STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:40:856STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:46:41:022STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:41:022STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:41:721STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:46:47:910STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:47:910STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:47:910STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:47:910STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationCensusPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:47:910STACKThe property HappinessStatusMinimumRebellionIndex doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:47:910STACKCannot find the ExtendedGuiElement 'HappinessStatusMinimumRebellionIndex'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GovernmentTypeSidePanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:46:48:954STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:48:955STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:48:955STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:48:955STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:48:955STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:48:955STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo) PopulationCensusPanel:OnPopulationDetailsCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:50:404STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:50:404STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:46:50:404STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:04:120STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:04:120STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:04:120STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:09:836STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:09:836STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:09:836STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:16:204STACKCannot find the ExtendedGuiElement 'AtWarStatus'
Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:23:552STACKEmpty default class.... GuiPopulation
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:23:552STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshCollectionEffects() PopulationModalWindow:RefreshAffinityDetails() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:23:552STACKThe property Politics03ToPolitics03 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationThresholdItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThresholdItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationModalWindow:RefreshPopulationThreshold() PopulationModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() PopulationModalWindow:OnTogglePopulationAffinityFilter(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationAffinityFilter:OnSwitchCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:47:32:905STACKTrying to add the garrison 'Hangar#1909' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:47:32:905STACKTrying to add the garrison 'Hangar#1909' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:47:32:938STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:32:938STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:33:138STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:33:155STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:33:254STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:33:387STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:33:539STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:33:539STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 46)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:33:955STACK[AI0] Unassign fleet 1424/940 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:34:240STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:38:137STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:38:170STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:38:187STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:38:187STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:38:188STACKDisposing #1906 ServerGroundBattle
ServerGroundBattle:Dispose() ServerGroundBattle:RemoveIfFinished() ServerGroundBattleRepository:UpdateServerGroundBattles() GameServerState_Turn_Finished:UpdateGroundBattles() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:39:005STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B7, [Empire0], Entity index: 443
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:404STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:504STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:554STACKDisposing ServerEncounter 1888
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:554STACKDisposing ServerEncounter 1894
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:554STACKDisposing ServerEncounter 1895
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:554STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:554STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:571STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:637STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:687STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:786STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: INVADED_SYSTEMS_DEPLETED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.09 Politics02 = 0.04 Politics03 = 0.10 Politics04 = 0.09 Politics05 = 0.08 Politics06 = 0.60 Politics00 = 0.00 TOTAL_SCORE = 414.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:787STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000003B8, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:839STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.03 Politics02 = 0.04 Politics03 = 0.58 Politics04 = 0.06 Politics05 = 0.02 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 478.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:891STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:891STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.21 Politics02 = 0.32 Politics03 = 0.09 Politics04 = 0.06 Politics05 = 0.05 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 216.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:891STACK[Order] OrderStartMarketplaceEvent::GameClient/OrderStartMarketplaceEvent#000003B9
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator47:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:943STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:943STACK[ChatMessage] RECV: l:/_turn/47 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:959STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003BB, [Empire2]: System #461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:970STACKPreprocessor failed because the number of new population (6) is different from the number of current populations (7).
DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:42:987STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003BC, [Empire2]: System #1013
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:021STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003BD, [Empire2]: System #1330
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:056STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003BE, [Empire2]: System #1518
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:155STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000003BF, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:237STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:337STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:354STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:370STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:370STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:371STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:404STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:404STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:714STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:714STACK[ChatMessage] RECV: l:/_turn/47 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:722STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:722STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:722STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:739STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:43:753STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000003C1, Ticket: 0000029A
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:44:339STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:44:339STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:44:438STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:44:837STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:44:853STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:44:870STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:44:937STACK[AI0] Sync took 0.5040289 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:44:937STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:45:154STACK[AI0] Unassign fleet 1424/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:45:690STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:45:737STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:45:737STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:45:737STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:45:753STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003C8, Ticket: 0000029B
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:056STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003D1, Ticket: 000002A4, [Empire1], ShipGUIDs: 1666 1826 1897 , HeroGUID: 0, Position: NodeIndex:45, FleetGUID: 1926
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:471STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AutomatedDeliveryFleetAction:ClientTerminate() EntityAction:ClientExecute() EntityAction:TerminateAction() AutomatedDeliveryFleetAction:ClientOnDestinationReached() GoToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:653STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003E3, Ticket: 000002B6, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade2, ConstructionGameEntityGUID: 1927, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:687STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003E4, Ticket: 000002B7, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:740STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#000003E5, Ticket: 000002B8, [Empire1], PlanetGUID: 253, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1931, ColonizedStarsystemGUID: 1930, ColonizedPlanetGUID: 1932, PropagandaGUID: 1933, MoneyCost: 664.2004
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:741STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:741STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+ c__Iterator10:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:741STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator12:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:761STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003E6, Ticket: 000002B9, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:787STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003E7, Ticket: 000002BA, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:46:820STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000003E8, Ticket: 000002BB, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:570STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003FC, [Empire1]: System #458
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:603STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003FD, [Empire1]: System #907
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:637STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003FE, [Empire1]: System #1142
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:670STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000003FF, [Empire1]: System #1344
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:704STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000400, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:737STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:47:754STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:770STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000402, [Empire1], Entity index: 471
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:804STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000403, [Empire2], Entity index: 426
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:837STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000404, [Empire2], Entity index: 428
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:870STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000405, [Empire10], Entity index: 1548
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:47:936STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000407, [Empire10], Entity index: 1551
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:003STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000409, [Empire10], Entity index: 1553
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:037STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000040A, [Empire10], Entity index: 1550
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:103STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000040C, [Empire1], Entity index: 472
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:136STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000040D, [Empire2], Entity index: 427
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:271STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:788STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:804STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000040F, [Empire10], Entity index: 1555
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:48:889STACK[AI0] Sync took 1.1410653 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:48:889STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:49:288STACK[AI0] TaskForce Cancel Guard System with motivation 0.2642529 for Front clean orbit with motivation 0.95
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:49:288STACK[AI0] Unassign fleet 1634/795 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:49:487STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:49:587STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000417, Ticket: 000002D8, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:49:621STACK[Order] OrderRepairShips::DepartmentOfDefense/OrderRepairShips#00000418, Ticket: 000002D9, [Empire1], ShipsGUID: 1845
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:49:654STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000419, Ticket: 000002DA, [Empire1], ShipsGUID: 1845
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:50:038STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000421, [Empire1], Entity index: 477
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:51:687STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:51:704STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:51:804STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:51:920STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:52:087STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:52:088STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:52:088STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 552
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:52:088STACK[AI0] TaskFailed Return to base for upgrade/ 552
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:52:287STACK[AI0] Unassign fleet 1634/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:52:687STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:54:889STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:54:905STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:55:004STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:55:121STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:55:287STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:55:287STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:55:688STACK[AI0] Unassign fleet 1424/943 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:55:705STACK[AI0] Unassign fleet 1070/706 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:55:705STACK[AI0] Unassign fleet 1822/837 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:55:888STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:58:088STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:58:104STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:58:204STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:58:320STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:47:58:487STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:58:487STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:58:687STACK[AI0] Unassign fleet 1070/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:58:687STACK[AI0] Unassign fleet 1822/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:47:59:087STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:47:59:287STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:02:321STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:48:04:321STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:48:05:955STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:48:07:955STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:48:37:338STACKThe property GroundBattleBombardmentAttackerDamages doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:48:38:805STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#0000042C, [Empire0]: 455 1877 Begin 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:48:41:920STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:48:47:420STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:48:49:020STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:48:50:987STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:48:56:392STACK[ChatMessage] RECV: l:/_turn/47 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalWindow:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalWindow:OnOverwriteConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessageBoxWindow:OnValidateCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:48:56:586STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:286STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:387STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:387STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:586STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:603STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:48:57:702STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:48:57:820STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:48:57:886STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:57:886STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:48:58:371STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:48:58:488STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:00:687STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:00:704STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:00:803STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:00:920STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:00:987STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:00:987STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:01:587STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:03:787STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:03:803STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:03:903STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:04:020STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:04:087STACK[AI0] Sync took 0.3000171 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:04:087STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:04:687STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:04:887STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:14:056STACKSteamClientCallbacks_GameOverlayActivated
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_GameOverlayActivated(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:49:57:003STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:49:57:003STACKTrying to add the garrison 'Hangar#454' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:49:58:236STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:58:236STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:58:438STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:58:454STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:58:586STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:58:703STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:49:58:836STACK[AI0] Sync took 0.4000229 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:58:837STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:59:536STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:59:870STACKTrying to add the garrison 'Hangar#1909' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:49:59:870STACKTrying to add the garrison 'Hangar#1909' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:49:59:936STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:49:59:936STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:00:137STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:00:153STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:00:253STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:00:369STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:00:436STACK[AI0] Sync took 0.3000172 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:00:437STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:01:136STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:27:444STACK[ChatMessage] RECV: l:/_turn/47 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalWindow:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalWindow:OnOverwriteConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessageBoxWindow:OnValidateCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:50:27:653STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 47)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:28:336STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:50:30:853STACKGameClientState_DisconnectedFromServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:30:853STACKGameClientState_DisconnectedFromServer state=DisconnectedFromServer,reason=ClientLeft,errcode=0
GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:30:873STACKGameClientState_Release
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Release:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:30:873STACKAudio bank B_Base has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState_Release:PlayAudioFeedback() GameClientState_Release:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:50:33:070STACKRuntimeState_Lobby.End()
RuntimeState:End(System.Reflection.ParameterInfo) RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:33:070STACKSessionState_OpenedAndLaunched.End()
SessionState:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Abort() 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()
13:50:33:070STACKSteamGameServer 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()
13:50:33:070STACK[IEndTurnService] RegisterCanExecuteValidator | Unregistered Method 'GameClient.CanExecuteEndTurn'.
GameManager:UnregisterCanExecuteValidator(System.Reflection.ParameterInfo) 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()
13:50:33:070STACK[ShipDesignRenderer] ReleaseShipView: this=/BackgroundRenderer/MilitaryScreen/MainContainer/ShipDesignOverviewPanel currentViewIndex=-1
ShipDesignBasePanel:ReleaseShipView() ShipDesignBasePanel:OnGameReleasing() MilitaryScreen:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:OnGameReleasing() GuiManager:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager: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()
13:50:33:070STACK[ShipDesignRenderer] ReleaseShipView: this=/ModalRenderer/ShipDesignModalWindow/MainContainer/ShipDesignEditionPanel currentViewIndex=-1
ShipDesignBasePanel:ReleaseShipView() ShipDesignBasePanel:OnGameReleasing() ShipDesignModalWindow:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:OnGameReleasing() GuiManager:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager: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()
13:50:33:070STACK[ShipDesignRenderer] ReleaseShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/HeroOverviewPanel/ShipDesignOverview currentViewIndex=-1
ShipDesignBasePanel:ReleaseShipView() ShipDesignBasePanel:OnGameReleasing() HeroOverviewPanel:OnGameReleasing() HeroInspectionModalWindow:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:OnGameReleasing() GuiManager:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager: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()
13:50:33:070STACK[ShipDesignRenderer] ReleaseShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/ShipDesignHolder/ShipDesignEditionPanel currentViewIndex=-1
ShipDesignBasePanel:ReleaseShipView() ShipDesignBasePanel:OnGameReleasing() HeroInspectionModalWindow:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:OnGameReleasing() GuiManager:OnGameReleasing() Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager: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()
13:50:33:071STACKThe 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()
13:50:33:071STACKUnloading game; destroying the world view technique...
GalaxyView: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()
13:50:33:071STACKReleasing the current world view technique...
GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn technique Default, unloading ancillaries.
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary QuadRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKUnbinding service [IQuadRendererService] with context [GalaxyScanView]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKUnbinding service [IPlanetoidRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKUnload material GasSilicatePlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary FIDSIRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKUnbinding service [IFIDSIRendererService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) FIDSIRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary TradeRouteRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary GuiSelectedGarrisonsRepository
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary QuadRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKUnbinding service [IQuadRendererService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary AtlasManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary VisibleGalaxyHangarRepository
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary VisibleGalaxyFleetRepository
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary VisibleDockingSlotRepository
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary RenderStatisticsService
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:071STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary GalaxyPositioning
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary PathRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantMouseKeyController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary PrimitiveMaskComputer
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKUnbinding service [IPrimitiveMaskFilterService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PrimitiveMaskComputer:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary GalaxyLayerController
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary GalaxyEntityCulling
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary GalaxyEntityMapping
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary GalaxyEntityFactory
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary PastEncounterRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary EncodedMeshInTextureManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary DashRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary ProbeLaunchingRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKIn Technique Default, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKUnbinding service [IPlanetoidRendererService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:072STACKUnload material LavaPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material LavaPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material AridPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material GasAlkaliPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material GasSilicatePlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material GasCloudlessPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material HomeWorldCraversPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material TropicalPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material SteppesPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material TundraPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material SwampPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material BarrenPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material VeldtPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material VeldtPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material DesertPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material JunglePlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material TerranPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material ForestPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:073STACKUnload material Anomaly_AcidRain
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnload material Anomaly_GeothermicActivity
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnload material Anomaly_PermanentMonsoon
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnload material Anomaly_DenseAtmosphere
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnload material Anomaly_PolarTempest
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:Unload() PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary FOWRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary DiskRendererManagerDispatcher
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary DiskRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary DiskRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary CurvedLineRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary LineRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary CircleRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnbinding service [ICircleRendererService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, unloading ancillary InstancingRenderer
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnbinding service [IInstancingRendererService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) InstancingRenderer:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKIn Technique Default, ancillaries unloaded.
GalaxyViewTechnique:UnloadAncillaries() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKChanging (pop) global shader keyword from INGAME_RENDERER to INGAME_RENDERER
Amplitude.Unity.Graphics.HxGlobalShaderState:PopGlobalShaderKeyword(System.Reflection.ParameterInfo) GalaxyViewTechnique:PopInsideShaderKeyword() GalaxyViewTechnique:Unload() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKReleasing Technique Default
GalaxyViewTechnique:Release() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKTechnique Default released
GalaxyViewTechnique:Release() GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnbinding service [GalaxyLifeRendererManager] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyLifeRendererManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) ScanViewBattleRenderer:Unload() ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:074STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() ExternalViewRenderer:UnloadFxSystem() ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) ExternalViewRenderer:Unload(System.Reflection.ParameterInfo) ExternalViewRenderer:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyView:ReleaseCurrentWorldViewTechnique() GalaxyView: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()
13:50:33:075STACKUnloading game; destroying all...
GalaxyView: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()
13:50:33:075STACKReleasing my game...
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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:075STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MajorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:076STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() MinorEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() LesserEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() LesserEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() LesserEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() LesserEmpire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation:OnRelease() Amplitude.Unity.Game.Agency:Release() Amplitude.Unity.Game.Empire:OnRelease() Empire:OnRelease() Amplitude.Unity.Game.Empire:Release() 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()
13:50:33:077STACKDispose Empire 0
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()
13:50:33:077STACKDispose Empire 1
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()
13:50:33:077STACKDispose Empire 2
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()
13:50:33:077STACKDispose Empire 3
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()
13:50:33:077STACKDispose Empire 4
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()
13:50:33:077STACKDispose Empire 5
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()
13:50:33:077STACKDispose Empire 6
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()
13:50:33:077STACKDispose Empire 7
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()
13:50:33:077STACKDispose Empire 8
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()
13:50:33:077STACKDispose Empire 9
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()
13:50:33:077STACKDispose Empire 10
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()
13:50:33:077STACKGame entity 0 (IC 4725 (2)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Ker (3)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Zaines (8)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Niss (18)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (IC -04593 (24)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (QR 32 (25)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Cheng (26)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Echius (30)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Iena (38)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Fajis (43)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (NGC 205 (47)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Lynx (48)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Vorta (60)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Amosa (70)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Jeia (79)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (GNY 8 (86)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Zuben (87)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Cepheus (92)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (NGC 7089 (99)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Gatria (100)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Arcturus (111)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:078STACKGame entity 0 (Wyrix (121)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Ybela (126)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Xacor (130)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Octans (137)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Giazar (144)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Sirius (149)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Bracia (152)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Fatia (157)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Esh (160)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Indusa (165)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Micre (172)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Placidus (177)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Maaz (186)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Pictor (192)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (LEDA 75012 (199)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Dakel (200)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Dyl (206)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Qorum (216)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (NGC 10801 (226)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:079STACKGame entity 0 (Staderus (227)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Lors (231)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Zinius (237)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Jyem (245)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Ghykra (247)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Nallin (257)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Kais (265)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Seginus (269)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Mizar (273)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Yedix (280)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Cran (290)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Vega (297)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (NGC 205 (304)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (RFGC 88-43 (305)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Dusay (306)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (LEDA 75012 (313)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Izar (314)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Ibany (318)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Gistrad (320)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Serte (325)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (Dorado (331)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:080STACKGame entity 0 (3C 75 (337)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Vyrak (338)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Rasam (343)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Aeri (351)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Merope (357)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Ita (367)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (IC 4725 (371)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Infinite Factory (372)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACKGame entity 0 (Andromeda (376)) implement IGameEntityWithVision but doesn't provide any empire.
VisibilityController:RemoveGameEntityWithVision(System.Reflection.ParameterInfo) SpaceRoots:SetVisionActive(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SpaceRoots:Unregister() SpaceRoots:Dispose() GameNode:Release() StarSystemNode:Release() Galaxy:Release() 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()
13:50:33:081STACK[IEndTurnService] RegisterValidator | Unregistered Method 'GuiNotificationManager.EndTurnValidator'
GameManager:UnregisterValidator(System.Reflection.ParameterInfo) GuiNotificationManager:UnbindServices(System.Reflection.ParameterInfo) 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()
13:50:33:081STACKDisposing Encounter 1888
Encounter:Dispose() EncounterRepository:Releasing() Amplitude.Unity.Framework.Manager:Release() 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()
13:50:33:081STACKDisposing Encounter 1895
Encounter:Dispose() EncounterRepository:Releasing() Amplitude.Unity.Framework.Manager:Release() 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()
13:50:33:081STACKDisposing Encounter 1894
Encounter:Dispose() EncounterRepository:Releasing() Amplitude.Unity.Framework.Manager:Release() 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()
13:50:33:081STACKThe 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()
13:50:33:081STACKRuntimeState_OutGame.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:33:081STACKLoading the outgame view...
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()
13:50:33:081STACKForce Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(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()
13:50:33:081STACKRelease AI modules.
AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] Wait for ai module 'E.N.F.E.R' releasing ...
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] AI module 'E.N.F.E.R' released.
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] Wait for ai module 'Communication' releasing ...
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] AI module 'Communication' released.
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] Wait for ai module 'Debug' releasing ...
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] AI module 'Debug' released.
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] Wait for ai module 'Diagnostics' releasing ...
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] AI module 'Diagnostics' released.
Amplitude.AI.Common.IO.ModuleProxy:Release() AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACKAI modules released
AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACKAI modules disposed
AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACKAI app domain unloaded
AIModuleController:Release() AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACKAI0 has been correctly released
AI:Release() AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo) Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)
13:50:33:081STACK[AI0] Releasing of AIScheduler
Amplitude.AI.Core.AIScheduler:ReleaseAsync()
13:50:33:082STACK[AI0] AIScheduler Released
Amplitude.AI.Core.AIScheduler:ReleaseAsync()
13:50:34:215STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:50:34:215STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:50:34:215STACKInitializing GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:215STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:216STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:216STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:50:34:216STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:50:34:216STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:50:34:630STACKRelease Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:50:43:055STACKSteamClientCallbacks_SteamMatchMakingRequestLobbyList
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamMatchMakingRequestLobbyList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:43:055STACKRequest Lobby List : 13 result(s).
JoinGameScreen:SteamMatchMaking_CallbackRequestLobbyList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamMatchMakingRequestLobbyList(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamMatchMakingRequestLobbyList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:48:336STACKRuntimeState_OutGame.End()
RuntimeState:End(System.Reflection.ParameterInfo) RuntimeState_OutGame:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:336STACKRuntimeState_Lobby.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:336STACKThe 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()
13:50:48:336STACKOnSessionChange: Opening.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACKThe 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()
13:50:48:337STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[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()
13:50:48:337STACK[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()
13:50:48:337STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/_turn/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/_turn/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/sessionname/BrainMash's game (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/allowcustomfactions/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ILobbySlotProvider] RefreshLobbySlotCount(3)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/competitorcount/3 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/gamedifficulty/Newbie (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:337STACK[ChatMessage] RECV: l:/metaplotprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:338STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/battleautostarttimerduration/20 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/allowspacebattlerewatch/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/score/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/military/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/supremacy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/conquest/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/science/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/economy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/wonder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:339STACK[ChatMessage] RECV: l:/galaxyshape/Ring (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/galaxysize/Small (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Easy (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:340STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ILobbySlotProvider] RefreshLobbySlotCount(3)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionCravers","FactionDescription":null,"PopulationDescription":null,"Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":null,"SteamID":76561198055920239,"ReservedSteamID":76561198055920239}} (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACKOnSessionChange: Opened.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ChatMessage] RECV: l:/runtimehash/E1D3DA22504A5C682868C2316D4BA667 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:48:341STACKSessionState_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()
13:50:48:424STACK[ChatMessage] RECV: q:/name/0/BrainMash (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) SessionHelper:RequestChangeName(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CompetitorSlot:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameEmpireSlotPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:50:48:424STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionCravers","FactionDescription":null,"PopulationDescription":null,"Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":"BrainMash","SteamID":76561198055920239,"ReservedSteamID":76561198055920239}} (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:TryChangeName(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) SessionHelper:RequestChangeName(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CompetitorSlot:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameEmpireSlotPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:50:51:102STACK[ChatMessage] RECV: l:/sessionmode/Protected (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:50:51:102STACKChanging session mode from 'Single' to 'Protected'...
Amplitude.Unity.Session.Session:Reopen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:50:51:102STACKOnSessionChange: Reopening.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Reopen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseDown(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:50:51:445STACKSteamworks_LobbyCreated (message result = 'k_EResultOK', io failure = False).
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:445STACK[LobbyDataController] Reprocessing lobby data...
Amplitude.Unity.Session.LobbyDataController:Reprocess() Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:445STACKThe session has been reopened.
RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:445STACK! SetLobbyMemberData(sbc, 0)
Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:445STACKLobby member data has been set (key: 'sbc', data: '0').
Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Reopened').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK! GetLobbyMemberData(0x0110000105b3926f, sbc) => 0
Amplitude.Unity.Session.Session:GetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionReopened() 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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKOnSessionChange: Reopened.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[TimeSyn] OwnerChanged
Amplitude.Unity.Networking.NetworkManager: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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[TimeSyn] Synchronize.
Amplitude.Unity.Networking.NetworkManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Networking.NetworkManager: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:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKOnSessionChange: OwnerChanged.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKSteamClientCallbacks_LobbyEnter
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775244080319095).
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198055920239).
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'LobbyMemberDataChange').
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK! GetLobbyMemberData(0x0110000105b3926f, sbc) => 0
Amplitude.Unity.Session.Session:GetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:446STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACK[ChatMessage] RECV: l:/sessionname/BrainMash's game (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACK[ChatMessage] RECV: l:/sessionmode/Protected (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACK[ChatMessage] RECV: l:/owner/76561198055920239 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACK[ChatMessage] RECV: l:/version/12885164034 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:787STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/_turn/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/allowcustomfactions/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/competitorcount/3 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/gamedifficulty/Newbie (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:836STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:837STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:886STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/metaplotprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:887STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:991STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/battleautostarttimerduration/20 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/allowspacebattlerewatch/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/score/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/military/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/supremacy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/conquest/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/science/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/economy/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/wonder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:992STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/galaxyshape/Ring (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/galaxysize/Small (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:51:993STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Easy (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/runtimehash/E1D3DA22504A5C682868C2316D4BA667 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyDataUpdate
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACKSteamClientCallbacks_LobbyChatMsg
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:52:088STACK[ChatMessage] RECV: l:/sbs/0 (from 0x5b3926f).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyChatMsg(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyChatMsg(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:50:55:347STACKRuntimeState_Lobby.End()
RuntimeState:End(System.Reflection.ParameterInfo) RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:55:347STACKSessionState_Opened.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_Opened:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Abort() 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()
13:50:55:348STACKRuntimeState_OutGame.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:50:57:301STACKApplication is shutting down...
Amplitude.Unity.Framework.Application+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:Quit() MainMenuScreen:OnConfirmExit(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessageBoxWindow:OnValidateCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:50:57:416STACKApplication shudown complete.
Amplitude.Unity.Framework.Application+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:50:57:416STACKOnApplicationQuit
SessionManager:OnApplicationQuit()
13:50:57:416STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()
13:50:57:416STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()
13:50:57:416STACKFlushing diagnostics before closing streams...
Amplitude.Unity.Framework.Application:OnApplicationQuit() EndlessSpace2Application:OnApplicationQuit()